Electrokinesis

“The power you’re supplying.. It’s electrifying!”

Range: 60 feet
Hand Requirement: Versatile

SubpowerDamageDescription
Battery (affinity)You gain a psionic ability to channel electrical power. As a baseline, you are able to power any common household item to operate for P hours. This typically takes a major action and does not need a check, though the SM may require a channeling time, a check, and/or a lesser slot, at their discretion. As a rule of thumb, powering up minor industrial tools and other high-expenditure devices might need a lesser slot or 15 minutes’ worth of channeling, while powering something delicate or damaged that requires finesse might require a check with consequences like blowout on failure. Additionally at the SM’s discretion, you can spend a lesser slot to supercharge your affinity to attempt something unconventional with it you normally would not be able to do. You can also spend a greater slot to supply an incredible amount of power with no upper limit except the SM’s discretion, though such extraordinary expenditures, such as powering up an abandoned laboratory complex, probably has side effects like unconsciousness, bodily harm, exhaustion, and temporarily burning out the psion’s electrokinesis.
Lightning Bolt (at-will)Pd4+PCMMajor action: Make a ranged attack against a target’s Reflex resistance. Major action: Make a melee attack (range: 5 feet) against a target’s Reflex resistance. This attack has the Combo property.
Lightning Bolt (at-will)Pd8+PCMMajor action: Make a melee attack (range: 5 feet) against a target’s Reflex resistance.
Lightning Bolt (at-will)Pd2+PCMMajor action: Make a ranged attack against a target’s Reflex resistance. If you break resistance, you Daze the target for 1 round.
Lightning Bolt (lesser)Pd6+PCMMajor action: Make a ranged attack against Reflex resistance, targeting all creatures within a 60 ft. cone.
Lightning Bolt (lesser)Minor action: After landing a Lightning Bolt attack, you automatically hit your target(s) again for half damage.
Lightning Rod (at-will)Free action: After landing an attack that benefited from Aim or Assail, you gain one feedback charge. You can only gain one charge per attack made, and only in a strife. You can hold up to three; these charges expire in 1 minute if not used. Minor action: After landing a damaging Electrokinesis attack, expend up to three feedback charges, gaining +1 die size to damage per charge expended. Major action: Your next ranged attack roll with an Electrokinesis subpower is made at advantage and Dazes the target for 2 rounds.
Lightning Rod (at-will)Major action: You push your affinity to sap and destroy electrical power instead of creating it. For the next hour, you can eliminate electric power from a system, at the same quantities, rules of thumb, and discretion as the base Battery affinity.
Taser (at-will)Pd2+PCMMajor action: Make a melee attack (range: 5 feet) against a target’s Reflex resistance. If you break resistance, you Daze and Weaken the target for 1 round.
Taser (at-will)Minor action: After landing an attack, you also inflict Weaken for 1 round.
Taser (lesser)Free action: After landing an attack, you also Impair the target for 1 round.
Static Shock (at-will)Pd2+PCMMajor action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range.
Static Shock (lesser)Pd3+PCMMajor action: Make a ranged attack against Reflex resistance, targeting all creatures within a 10 ft. radius sphere centered somewhere within range. The sphere is then difficult terrain for 1 round.
Static Shock (greater)Pd4+PCMMajor action: Make a ranged attack against Reflex resistance, targeting all creatures within a 30 ft. radius sphere. For each target, if you break resistance, they are Stuck and Impaired for 1 round. The sphere persists for 1 minute; all creatures of your choice inside it are Crippled (half), count it as difficult terrain, and have Hazard (damage roll).
Red Sprite (lesser)Minor action: Select a target with condition(s) imposed by an Electrokinesis subpower; those conditions are extended by 1 round and the target takes P damage per such condition.
Red Sprite (greater)Pd2+PCMFree action: A red light shines behind you. For the next 1 minute, as a reaction to having an enemy within 15 feet of you, make a ranged attack against all targets within 15 feet of you, targeting Reflex resistance.
Titanic Bolt (greater)2Pd8+PCMMajor and minor actions: Make a ranged attack against a target’s Reflex resistance. If you fail to break resistance, you deal half damage but still treat the attack as having hit for the purposes of inflicting conditions, using on-hit effects, etc.