The Kingston Question
FOCUS Harnesses Lightning
Most often used by paradox’s those who harness lightning have learned to harness the power of electricity. They use the potential of charge that exists naturally to create bolts of lightning, charge a device or even ride a bolt of lightning.
Shock (1 int) – Your hands crackle with electrical energy and your touch inflicts 3 points of damage. If you use it in conjunction with a weapon you gain +2 to melee damage and +1 to ranged damage.
Charge (1 might) – you can use your energy to charge a device for one round. It costs one point to activate and then one point per level of the device.
Enhanced charge (2 might) – You can use your own energy to recharge a cypher. It costs two might points to activate and then one point per level of device.
Drain (1 int) – you can use one point to drain a cypher and replenish your own stats pools. You get one point per level of the device.
You take half damage from all electricity based attacks.
Enhanced Shock (2 int) – Your hands crackle with electrical energy and your touch inflicts 4 points of damage. If you use it in conjunction with a weapon you gain +3 to melee damage and +2 to ranged damage.
Overcharge (3 might) – you can overcharge a device causing it to have a surge of power. The surge causes the machine to perform beyond its limits and break down. You can also over charge a cypher making it unstable. After the cypher is charged it is very unstable. Anyone other than you coming within an immediate distance sets it off causing an explosion of electric energy that does 6 damage. A successful defense roll halves the damage. Armour does not reduce the damage but if a person is wearing a metal based armour they take double the damage.
Arc (5 int) – Thunderous bolts of lightning leap from your hands extending in a straight line for 15 meters in a path 3 metres wide. It causes 4 points of damage to everyone in its path. A successful defense roll halves the damage. Armour does not reduce the damage but if a person is wearing a metal based armour they take double the damage. In addition to this if the caster applies effort to the damage instead of the attack it does an additional 2 points of damage per level of effort and one point of damage per level of effort on a failed attack roll.
Ride the Lightning (5 might) – Creates a bolt of lightning the caster can ride. The bolt lasts ten minutes but can be extended using 1 int point for each additional 10 minutes. The bolt travels a 4x the normal movement rate of the user. The bolt can also be used in a single burst that carries them to any point they can see in just a few seconds.
Lightning Barrier (5 might) – Creates a barrier of electrical energy up to 2500 sq feet. The wall of energy is a lvl 7 barrier and anyone in an immediate range takes 10 points of damage. The barrier lasts one hour.
Elecetrical form (6 int) – take the form of electricity for two minutes. This can be extended using your might pool at a cost of 2 points a minute. This allows you to travel through conductors at the speed of lightning, you are immune from electrical damage, and your touch does 10 damage.