Lightning

Lightning is a School of Powers concerning the electromagnetic forces.

Overview:

  • Static Charge: At-will, free, conc; you charge your hand/implement/weapon. On next touch attack, inflicts nominal lightning damage plus stun 1 rd (Fort neg).
    • Call Lightning: At-will, std, medium range; subject is struck by lightning, suffering nominal damage.
    • Ball Lightning: Create a ball of lightning that moves as you direct.
    • Lightning Rod: You absorb lightning damage, and it empowers your spells.
    • Lightning Lash: Tether subject to current square. Suffers damage based on how far from square he is. Concentration?
    • Electric Loop: Some sort of feedback loop where you zap someone with static charges, chain them back to you, and regenerate the mana. Haven't worked out the details yet.
  • Technomancy: Manipulate electronics through subtle EM fields.
  • Magnetism: Manipulate magnetic fields.
    • I- ferromagnetism
    • II- magnetic force fields
    • III- non-ferromagnetism
  • Electromagnetic Pulse: Mess with machinery.
  • Radiation: Create all kinds of crazy EM radiation.

IGNORE BELOW THIS LINE

General

Lightning

  • 1 - Static Charge
    • Zap: aw std tch; nom EM stun dmg.
    • Strike: aw std med rg; nom EM dmg.
    • EM Shield: aw fr, reserve 2 Mana; gain Resist EM 50%, melee attackers suffer nom EM retrib dmg on strike (max 2/rd).
    • FEAT: Static Charge: when you inflict EM damage, you cause a static charge: if enemy moves, they suffer samage damage again. Stackable up to 5 times.

Magnetism

  • 1- Move Stuff w/ Magnetism
    • Basically the Push and Grip powers
  • 2- Weirder stuff w/ magnetism

Technomancy

  • 1- Yeah, we all know how this works

OLD Base Powers

Rank 1

Availablity Action Range Cost Basic Effect

At-will

Free

Touch

1 Mana

You generate a static charge, which causes electric arcs to snap from your fingertips. Upon touching a subject (using a standard-action unarmed attack, or a melee attack with an all-metal weapon), the charge conducts into them, causing nominal lightning damage plus stunned for 1 rd (fort negates).

Notes:

  • To deliver the touch attack, you must use either the Unarmed or Melee Weapons skill; if the latter is used, you must be using an all-metal weapon (i.e. metal at the grip, and all the way to the point of contact). The attack may be dodged, parried, or blocked as normal, but cannot be parried or blocked by a metal weapon or shield.

Techniques

Rank 1

  • Lightning Lash: At-will, std, ranged; you generate such high voltage that a miniature bolt of lightning lashes toward the target. Controlling static discharge is extremely difficult; treat this as a ranged attack with an increment of 1 square. If you miss, the lightning hits the nearest alternate target within 1 square; if no such targets exist, it channels into the ground. Inflicts nominal lightning damage plus stunned for 1 rd (fort negates).
  • Static Charge: Your lightning attacks force electricity through the subject and into the ground, leaving both charged. However, some of the charge lingers, and only the ground the target stands on is of like charge--thus, as soon as the target moves, he will be subject to a static shock as the remainder of the charge moves to ground. Within 3 rounds of being damaged by your lightning, if subject moves from his square, he suffers the same damage again (although not an additional Static Charge...no infinite loops).

Rank 2

  • Corona: Whenever you use this power, you gain a corona of electric blue light, emanating from a field of highly charged air around you. Anyone who strikes you in melee suffers nominal damage. The aura lasts 1 round after using the base power (or any technique thereof). You may also simply activate Corona without another manifestation by spending 1 FP and a swift action, in which case it lasts for 3 rounds.
  • Electrocution: Duration becomes sustain std. You repeat the damage (and dazing) each time you sustain the power; furthermore, each time you sustain it, you cause 1d3+1 Strength, Dexterity, and Constitution damage.
  • Lightning Rod: Costs 2 Energy. At-will, std, medium range; rather than manipulating your own electrons, you target someone else's. You create a positive charge on subject, causing them to be bombarded by arcs of static electricity from nearby sources. From the nearest creature or object, an electric arc snaps toward the target, inflicting the same damage as the base power. If no such creature or object exists within 3 squares, the power is ineffective; the ground simply neutralizes the charge. That area can be Widened; the necessary increase in voltage means the power inflicts +50% damage per stack of Widen.

Rank 3

  • Heartstopper: At-will, std, touch; you accurately channel electricity to the subject's central nervous system, inflicting grievous damage to the brain stem, effectively ceasing autonomic function (against droids, the effect is similar). If subject has an electrically-controlled heart, it must pass a Fortitude save or suffer cardiac arrest (a critical injury).
  • Electric Loop: Costs 3 Energy. Recharge 33%, std, short range; you create a circuit between yourself and the subject. While you are capable of channeling the energy without being harmed, the subject, presumably, is not. Inflicts nominal lightning damage plus dazed for 1 round.

You may extend the loop to more targets by passing a Concentration check (DC 10 + 5 per total number of targets) and spending an additional Force Point for each extra target.

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