Elements Equipment Perks Equipment Heroics

Electric Training

The Electric Element is used to describe effects driven by electricity or the rapid exchange of charged particles. Lightning and magnetic effects are often linked to a source of Electric energies. The Electric Element can be encountered as an Environmental Hazard such as a lightning strike, electric fence, or powerline. Investing in an Electric Training will enhance a Character’s Electric Heroic Action Effects and Damage Resistance against Electric Damage from any source at every Odd Rank and their Attack and Damage Rolls with Weapons that deal Electric Damage and their Speed on Even Ranks. At Rank Five(5) and Ten(10), the Character’s Base Scale with any Weapon increases by plus One(+1), permanently increasing their Weapon Damage with all Weapons.

Electric Heroics

Galvanized Affinity

Prerequisite: Electric (Rank 1)

AP Cost: 5

Action Type: Interaction

As a part of an Interaction, you can apply your Electric Heroic Modifier to any single Acrobatics or Electronics Ability Check. 

Guided Light

Prerequisite: Electric (Rank 1)

AP Cost: 5

Action Type: Exploration

Range: Half(½) Will Attribute(Radius)

Effect Duration: Hours

As a part of Exploring, you can manifest a Micro-sized hovering orb that shines light in a Radius equal to Half(½) of your Will Attribute for the Effect Duration. The Guided Light will typically gently hover over your head but can be redirected to any location within your Line of Sight as a Rapid Action. 

Sense Voltage

Prerequisite: Electric (Rank 1)

AP Cost: 5

Action Type: Exploration

Effect Duration: Minutes

As a part of Exploring, you can attune yourself to the Electricity around you, allowing you to become aware of any sources of electrical power within your Effective Perception Radius such as Mechanical Creatures, System Assets, and Power Infrastructure for the Effect Duration.

Current Resilience

Prerequisite: Electric (Rank 2)

AP Cost: 10

Action Type: Reaction

As a Reaction to suffering Electric Damage, you can cut any Electric Damage received in Half(½) before applying any Damage Resistances.

Defibrillate

Prerequisite: Electric (Rank 2)

AP Cost: 10

Action Type: Rapid Action

Range: Adjacent

As a Rapid Action, you can place your palm on the chest of an Adjacent Dying Creature to automatically Stabilize them with a quick jolt of electricity. Alternately, you can set your palm on the chest of a Stabilized Creature to force them to resume dying. 

Static Shock

Prerequisite: Electric (Rank 2)

AP Cost: 10

Action Type: Rapid Action

Range: Three(3) Paces

As a Rapid Action, you can release a small charge of electricity at the closest Metal Object to you within Three(3) Paces. If a Creature has that Object in its possession, they suffer an unavoidable 1D6 Electric Damage for every Two(2) Points of your Focus Attribute. 

Flashflare

Prerequisite: Electric (Rank 3)

AP Cost: 15

Action Type: Standard Action

Range: Half(½) Focus Attribute Radius

Effect Duration: Rounds

As a Standard Action, you unleash a brilliant flash of light followed with a loud bang that inflicts the Blind Injury and Dazed Miscognition on any Targets that can perceive you within a Radius from you equal to Half(½) of your Focus Attribute for the Effect Duration. Affected Targets can attempt a Force Save against your Force Impact to Negate the Injury and Miscognition. 

Lightning Whip

Prerequisite: Electric (Rank 3)

AP Cost: 15

Action Type: Move Action

Range: Half(½) Skill Attribute

As a Move Action, you can manifest a whip of pure electricity in the palm of your hand that can be used as a Light Melee Weapon with a Weapon Range equal to Half(½) of your Skill Attribute that deals your normal Weapon Damage as Electric Damage and an additional 1D6 Electric Damage for every Two(2) Points of your Focus Attribute on a successful Weapon Attack. The Lightning Whip persists for as long as you hold it in your hand, dissipating as soon as you use your hand for another task. Alternatively, the Lightning Whip can function as a Rope or Chain as a part of Exploring. 

Living Battery

Prerequisite: Electric (Rank 3)

AP Cost: 15

Action Type: Interaction

As a part of an Interaction, you can provide electrical power to any Medium-sized or Smaller Devices such as a Terminal or Keypad while accessing the Device through an Electronics Ability Check for as long as you maintain contact. 

Magnetize

Prerequisite: Electric (Rank 4)

AP Cost: 20

Action Type: Exploration

Range: Adjacent

Effect Duration: Minutes

As a part of Exploring, you can temporarily magnetize a metal object to cause it to stick to metal surfaces. For example, you can Magnetize an Adjacent Target’s metal shoes to allow them to walk along metal surfaces or metal gloves to make them immune to the Disarm Maneuver for the Effect Duration. 

Overload

Prerequisite: Electric (Rank 4)

AP Cost: 20

Action Type: Standard Action

Range: Adjacent

Effect Duration: Until Repaired

As a Standard Action, you can pump a critical level of electricity into an Adjacent Mechanical Target or System Asset, inflicting the Stunned Condition for a single Turn, and frying any onboard communications, imposing the Severed Condition until Repaired. The Target can attempt a Physical Save against your Force Impact to Negate the Conditions.

Stimulate Senses

Prerequisite: Electric (Rank 4)

AP Cost: 20

Action Type: Standard

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can shock some sense into an Adjacent Target, removing a single Miscognition that manipulates their mental autonomy such as Berserk, Command, Confused, Panicked, Possessed, or Taunt.

Electric Body

Prerequisite: Electric (Rank 5)

AP Cost: 25

Action Type: Reaction

As a Reaction to suffering Electric Damage, you can Negate a single Source of Electric Damage against you this Turn. 

Lightning Javelin

Prerequisite: Electric (Rank 5) & Thrown (Any Rank)

AP Cost: 25

Action Type: Ranged Weapon Attack

Range: Thrown Weapon Range

As a Standard Action, you can attempt a Ranged Weapon Attack against a Target within your Thrown Weapon Range by manifesting a bolt of pure crackling electricity in the palm of your hand to hurl at your Target. If successful, your Attack inflicts your normal Weapon Damage as Electric Damage and an additional 1D8 Electric Damage for every Two(2) Points of your Focus Attribute. 

Nerve Block

Prerequisite: Electric (Rank 5)

AP Cost: 25

Action Type: Standard Action

Range: Adjacent

Effect Duration: Rounds

As a Standard Action, you can attempt a contested Maneuver against an Adjacent Target to stunt their nervous system's responsiveness. If successful, your Target suffers the Numb Condition for the Effect Duration. 

Electric Fence

Prerequisite: Electric (Rank 6)

AP Cost: 30

Action Type: Full Action

Range: Adjacent/Half(½) Will Attribute

Effect Duration: Minutes

As a Full Action, you can manifest an Electric Fence marker into an Adjacent Space and a second marker into a Space within a straight line in a Range equal to Half(½) of your Will Attribute that persists for the Effect Duration. The next Target to move between those Two(2) Spaces is instantly struck by a powerful bolt of electricity, inflicting 1D8 Electric Damage for every Point of your Will Attribute and the Staggered Injury until the end of their next Turn. Then, the Target Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Injury. 

Thunder Coil

Prerequisite: Electric (Rank 6)

AP Cost: 30

Action Type: Standard Action

Range: Five(5) Paces(Adjacent)

Effect Duration: Rounds

As a Standard Action, you can release a powerful bolt of electrical energies that strikes the closest metal Object within Five(5) Paces of you, creating a rumbling burst of electricity inflicting 1D8 Electric Damage for every Point of your Focus Attribute and the Dazed Miscognition to any Targets Adjacent to the Affected Object for the Effect Duration. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Miscogniton. 

Contact Deterrent

Prerequisite: Electric (Rank 7)

AP Cost: 35

Action Type: Reaction

Range: Self

As a Reaction to becoming the Target of a Maneuver, you can attempt a contesting Force Impact against your Attacker to deliver a stunning electric shock on contact. If successful, your Attacker’s Maneuver is Negated, and your Attacker suffers the Stunned Condition until the end of their next Turn.

Thunderbolt

Prerequisite: Electric (Rank 7)

AP Cost: 35

Action Type: Full Action

Range: Line of Sight/Half(½) Focus Attribute(Radius)

Effect Duration: Rounds

As a Full Action, you can call all nearby electrical energies to converge on any point within your Line of Sight, causing an immense bolt of lighting to call down, striking any Targets within a Radius equal to Half(½) of your Focus Attribute for 1D10 Electric Damage for every Point of your Focus Attribute. Any System Assets or Machines within the Affected Area are sapped of their electrical power and forced into the Deactivated Condition for the Effect Duration. Affected Targets can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Condition. 

Lightning Rod

Prerequisite: Electric (Rank 8)

AP Cost: 40

Action Type: Reaction

Range: Half(½) Will Attribute

Effect Duration: Rounds

As a Reaction to a Target within a Radius equal to Half(½) of your Will Attribute suffering Electric Damage, you can attempt a Physical Save against the Attack or Impact Roll to instead Negate the Damage dealt while receiving for yourself Half(½) of the Damage Negated as Temporary Action Points for the Effect Duration.

Livewire

Prerequisite: Electric (Rank 8)

AP Cost: 40

Action Type: Move Action

As a Move Action, you can instantly Teleport across a System Network, from one System Asset to any other connected System Asset. This movement provokes an Attack of Opportunity from any Threatening Creatures.

Paralytic Surge

Prerequisite: Electric (Rank 9)

AP Cost: 45

Action Type: Full Action

Range: Adjacent

Effect Duration: Rounds

As a Full Action, you can deliver a prolonged electrical shock to an Adjacent Target, causing total loss of motor control through the Paralyzed Injury for the Effect Duration. The Target can attempt a Physical Save against your Force Impact to Negate the Injury. 

Polarity Orb

Prerequisite: Electric (Rank 9) & Catalyst (Any Rank)

AP Cost: 45

Action Type: Full Action

Range: Catalyst Range/Half(½) Focus Attribute(Radius)

Effect Duration: Rounds

As a Full Action, you can utilize your Æthercite Catalyst to manifest a Small-sized densely magnetized orb and launch it at any Space within your Effective Catalyst Range. Any metal Objects, Items, Creatures, or Equipment that enter within a Radius equal to Half(½) of your Focus Attribute from the orb are forcefully pulled into Orb and struck with the Immobilized Condition for the Effect Duration. Any Items or Equipment stuck to the Orb become unusable for the Effect Duration. Creatures made of or carrying metal entering the Affected Area can attempt a Physical Save against your Force Impact to Negate the Forced Movement Effect and Condition.

Disintegration Beam

Prerequisite: Electric (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Five(5) Paces

Effect Duration: Rounds

As a Full Action, you can manifest an intense beam of pure electricity that strikes the closest Target within Ten(10) Paces from you, inflicting 1D10 Electric Damage for every Point of your Focus Attribute. Suppose this Damage was to Kill your Target. In that case, the Disintegration Beam continues to indiscriminately strike the next closest Target for an additional iteration of Electric Damage, chaining through Targets until either a Target survives or no Targets remain in the area. The Damage of Disintegration Beam bypasses all forms of Damage Resistance. Creatures Killed by Disintegration Beam are burned to ashes, leaving behind no remains. 

Electromagnetic Pulse

Prerequisite: Electric (Rank 10)

AP Cost: 50

Action Type: Full Action

Range: Will Attribute(Radius)

Effect Duration: Minutes

As a Full Action, you can unleash a heavy Electromagnetic Pulse from your body, knocking all Machines and System Assets within a Radius equal to your Will Attribute offline through the Deactivated Condition and any Communication Devices and System Assets suffer the Jammed Condition for the Effect Duration.