Psionics: Electrokinesis

The Psionic Forms have been placed here for the sake of clutter.
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Psionics: Electrokinesis

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Post by Oceanblaze »

Electrokinesis

Electrokinesis is the manipulation and creation of electrical energy. This may manifest itself in several ways. In more obvious uses of the power, lightning and other physical attacks can be created and used to attack people or disable machines. In less obvious ways, its control over magnetism can be used to affect metal projectiles, weakening their strength or strengthening them, or to disrupt the operation of magnet based machines. At high levels, the person may use electrical devices to sustain themselves, converting the energy into metabolic energy to power their bodies.

Attack Name: Arc Lightning
Description: The power to control electricity, be it the electromagnetic energy around you or the internal bio-electric energy the body produces, to create powerful effects on the world around you.

Special Notes: At levels 15, 35, and 45 choose one of the 2 effect traits. Mix and match where you wish.
Level 1: +300
Level 2: +600
Level 3: +1000
Level 4: +1500
1. Mild: [Tic] 1d7
2. Mild: [Magnetize] Paralysis effect until item is dropped
Level 5: +2000
Level 6: +3000
Level 7: +4000
Level 8: +6000
1. Moderate: [Jolt] 1d8
2. Moderate: [Heavy Magnet] Paralysis effect until item is flung away, requiring a Strength check vs caster's Spirit and a full action of effort.
Level 9: +8000
Level 10: +10000
1.Acute: [Shock] 1d9
2.Acute: [Magnetic Field] Paralyzed, unable to remove metallic items
__________________________________________________________________________

- Electric Shield
Cost: 10 SP
Required Skill Level: 1
Untrained: No.
Type: Action
Effect: This creates an electromagnetic shield around you which must be maintained to operate. This reduces the damage of any projectile which hits you by 50%.

- Energetic Flow
Cost: 30 SP
Required Skill Level: 3
Untrained: No.
Type: Bonus
Effect: Increases the metabolic energy in a persons body, granting them a (Electrokinesis Level) bonus to athletic actions.

- Greater Energetic Flow
Cost: 60 SP
Required Skill Level: 4, Energetic Flow
Untrained: No.
Type: Bonus
Effect: Speeds up the energy in a body, allowing a person to make an extra melee hit that ordinary people would not be able to achieve. This allows an additional strike to be made in normal "Attack" combination attacks, not Ability-type attacks.

- Electrokinetic Control
Cost: 90 SP
Required Skill Level: 5
Untrained: No.
Type: Ability
Effect: Your control over your own electrokinetic field of energy has extended to being able to power devices when no power is present at all as well as pick up on radio frequincies via that same field. The amount of power you produce is equivilent to your level increasing in scale every 5 levels from 25.
Energy Generation Scale & Range of frequency hearing
Level 5: Handheld Devices
Level 6: Person Sized Devices
Level 7: Small Vehicles
Level 8: Large Vehicles
Level 9: A House
Level 10: A small City

- Greater Electromagnetic Barrier
Cost: 120 SP
Required Skill Level: 6
Untrained: No.
Type: Action
Effect: This creates an electromagnetic shield around you which must be maintained to operate. This reduces the damage of any projectile or metal weapon which hits you by 50%.

- Master Electromagnetic Barrier
Cost: 300 SP
Required Skill Level: 8
Untrained: No.
Type: Action
Effect: This creates an electromagnetic shield around you which must be maintained to operate. This reduces the damage of any projectile or metal weapon which hits you by 50% and also prevents unshielded machines from hitting you in melee combat. Shielded machines will do half damage in melee.

- Short Circuit
Cost: 400 SP
Required Skill Level: 10
Untrained: No.
Type: Action
Effect: Allows the user to destroy almost any piece of electrical equipment and absorb the electrical energy into HP.
Last edited by Daedalus on July 25th, 2023, 9:20 pm, edited 5 times in total.
Oceanblaze
Ninjassassin
Posts: 181
Joined: October 13th, 2008, 7:47 pm

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