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Electricity

Power

Powers · p.126

Open source p.126

Sources: Divine, Elemental, or Super. Focus: Electrical phenomena. This power deals with generating and channeling electricity. Its most impressive effects are destructive discharges – like lightning – but precise Elemental, Due to its technological overtones, Electricity is most often a super-power (Elemental and Super), and rarely suitable for supernatural powers other than those associated with thunder gods (Divine). modulation is possible, letting the user generate radio signals. Due to its technological overtones, this is most often a super-power (Elemental and Super), and rarely suitable for supernatural powers other than those associated with thunder gods (Divine). The GM is free to make exceptions. Electricity Talent 5 points/level Electricity Abilities Control (Electricity); Create (Electricity); Damage Resistance, with Limited, Electricity (-40%); Detect, for (-40%); electricity, radio signals, or magnetStone); ism; Modular Abilities, with Limited, Electricity (-10%) and Physical; Obscure (Radar); Protected Power; Scanning Sense (Imaging Radar, Radar, or T-Ray Vision); and Telecommunication (Radio). This power permits many attack etc. Add abilities. Afflictions must be stun-only (no special modifiers), have Heart Attack, or have both Accessibility, Only on Electrical (-20%) and Unconsciousness to “dampen” machines. Innate Attacks must inflict burning damage, with both Surge and Side Effect, Stunning. Power Modifier: Electricity. The advantage belongs to the Electricity power. This modifier is usually Divine (-10%), Elemental (-10%), or Super (-10%), and may be both Elemental and Super.