Ergokinesis

Ergokinesis is one of the six common psionic powers of the setting, and thus permissible by default for all psionic characters. House Daijin and Grimshaw use Electrokinesis.

Acceptable Powers: Data Retrieval, I/O Tap, Remote Control, Dampen, EK Shield, Electric Vision, Lightning, Surge, Protected Power (Electrokinesis).
Acceptable Perks: EVP, Interface, Power Source, Static Control, Remote Control.

Updated Abilities

Data Retrieval

Note that this ability uses the Mind Probe advantage. It works as described for normal computers, but it also works on robots, which resist the Data Retrieval roll with Will. Don’t use the Binary Translation technique. It’s not relevant. Assume the character has a sense of the content of the file regardless of the file’s format.

I/O Tap

Note that this ability uses the Mind Read advantage. It works as described for normal computers, but it also works on robots (treat it like Mind Reading: the character can read the "surface thoughts" of the robot), which resist the I/O Tap roll with Will. As with Data Retrieval, ignore the Binary Translation technique.

EK Shield

In accordance to altered rules for Psi-Wars, every level of EK Shield provides DR 5, rather than DR 1.

This ability has new techniques.

(Energy) Deflection
Hard
Default: EK Shield -3; may not exceed EK Shield

The character “tunes” his EK shield to a single type of energy or weapon. This applies Hardened 3 against that attack type (enough to reduce armor divisor 5 to no armor divisor!). The character must choose what sort of energy he chooses to tune his shield to deflect: common examples include Force Swords, Blasters and Plasma attacks (plasma weapons and explosives); the technique for each must be purchased separately! You must roll the technique after each attack to properly deflect it, but you need only pay the 2 fatigue cost for the technique once per minute.

Hand Deflection
Hard
Default: EK Shield -2; may not exceed EK Shield

The character may concentrate all of his EK shield to his hand; multiply the DR of the EK shield by 5! If the character makes a bare-handed parry, apply this DR to any attacks made against his hand.

Electric Vision

Electric Vision works via your eyes, and is affected by anything that affects your eyes: if you’re blindfolded, for example, you cannot use Electric Vision. Ignore the comment about Darkness as a penalty, however. The electric outlines glow and thus can be made out easily in the dark. All other vision penalties (wind, rain, fog, distance) apply normally. This does not change the cost, as this is already handed by the “Vision-Based, Weaker Variant” modifier!

Lightning

7/level
Skill: Lightning (IQ/Hard).

In Psi-Wars, Lightning is not drawn from a nearby source, but blasted directly from the psion, usually from his hands, thus treat this as an entirely new ability.

The Erogkinetic must gather power in his hands by concentrating for 1 second and spending 1 fatigue. Then they may roll Lightning to hit their target. The attack has Acc 3, Range 50/100, RoF 1, and deals 1d+1 burning per level. Treat any conductive armor (any armor that is not composite or diamondoid) as DR 1 (or, if the GM prefers, treat lightning as Armor Divisor 10 vs conductive armor); against other armor, apply an armor divisor of 5. Any electrical item or character (electrical or otherwise) must roll HT at a penalty of -1 for every 2 points of damage or be stunned for a number of seconds equal to the margin of failure.

Traits: Innate Attack 1d+1 (Burning; Based on IQ +20%; Costs 1 fatigue -5%; Ergokinesis -10%; Increased 1/2D ×5 +5%; Side Effect, Stunning +50%; Surge, Arcing or Armor Divisor 5, +170% , Requires Concentrate, -15%) [7/level]

Chain Lightning
Hard
Default: Lighting -9; may not exceed Lightning.

If the attack hits the target, it may hit other nearby targets. After a successful hit, you may roll to hit (using the Chain Lightning Technique) a second target within 20 yards of the original. This second attack does half damage, and because the attack does not originate from you but from your target, it counts as a “runaround” or “surprise” attack and the target defends at -2. If the new target is hit by a margin of 5 or more, the chain can continue (damage remains the same for each additional jump). This technique costs 2 fatigue to use, which must be paid when making the original attack; if you miss, you miss.

Channel Lightning
Hard
Default: Lighting-3; may not exceed Lightning.

Rather than channel lightning from himself, he instead directs it from another source. This removes the 1 fatigue cost and eliminates the 1-second concentration time, but the character is limited to nearby sources of electricity; if that source of electricity is behind or to the side of the target, treat it as a runaround attack, applying a -2 to the character's defense. This technique works like the standard description of Lightning from Psionic Powers from page 33, including the maximum damage value depending on the source drawn from, and the combined range requirement, but use Psi-Wars' version of lightning for what counts as conductive armor, and applying a penalty to electrical devices that attempt to resist stunning based on the damage applied. This does not cost 2 fatigue, and represents an option for players to use Lightning as described in the Psionic Powers book, with an added penalty for allowing indirect attacks.

Lightning Arc
Hard
Default: Lighting -6; may not exceed Lightning.

This creates a cone of lightning one yard wide. You may apply an additional -1 to this technique for every yard you want to widen the cone by. This technique costs 2 fatigue.

Remote Control

Remote Control can be used for almost anything technological, as computers work nearly everything. Remote Control applies penalties based on the complexity of the machine in question: replace this with BAD. Robots may resist Remote Control with Will.

Surge

4/level

Psi-Wars uses different rules for the surge modifier. Any electrical device affected by the Surge ability must roll HT at a penalty of -1 for every two damage rolled. On a failure, the item is shorted-out for a number of seconds equal to the margin of failure. For robots, they are stunned for the same period of time.

If the character also has Lightning, this may be taken as an alternate ability.

New Ergokinesis Abilities

Electric Lash

4/level up to a maximum of 6 levels
Skill: Electric Lash (IQ/Hard).

Electricity arcs from the hands of the ergokinetic up to 20 yards away. This is an electric jet; treat it as a melee attack that cannot parry or be parried (though precognitive defenses work fine against it, and force swords and force bucklers can defend against it without suffering any damage); it can use melee All-Out Attack options, feints, deceptive attacks, ignores range penalties, etc. This requires no concentration, just an attack roll with their Electric Lash skill. Those hit take 1d-1 damage per level of Electric lash. Treat any conductive armor (any armor that is not composite or diamondoid) as DR 1 and apply an armor divisor of 5 against all other forms of armor. Any electrical item or character (electrical or otherwise) must roll HT at a penalty of -1 for every 2 points of damage or be stunned for a number of seconds equal to the margin of failure.

If taken in conjunction with Lightning, treat it as an alternate ability worth 1/level provided the level does not exceed Lightning.

Traits: Innate Attack 1d-1 (Burning; Based on IQ +20%; Ergokinesis -10%; Increased 1/2D ×2 +5%; Increased Range ×2 +10%; Jet +0%; Side Effect, Stunning +50%; Surge, Arcing or Armor Divisor 5, +170%) [4/level]

Electric Burst
Hard
Default: Electric Lash -5; may not exceed Electric Lash.
Rather than attacking a single target in a focused arc, electricity erupts from you in all directions; this can strike any target within 2 yards of you; for every -5 applied to your roll, yo u may double the radius. You may choose who is and who is not hit by this attack. This is an Area Attack (not a Melee attack; the character may not apply All Out Attack bonuses to this attack!). Characters may only defend by removing themselves from the area of effect (though the GM may allow characters with precognitive defense to parry or block this attack).

Painful Lash
Hard
Default: Electric Lash -5; may not exceed Electric Lash.
The electricity of the lightning rips through the nervous system of the target in an excruciating way. Roll HT at a penalty of -1 per 2 damage inflicted; if the character fails their roll by 1, they suffer Moderate Pain for (20-HT seconds); if they fail by 2, they suffer Severe Pain for the same duration; if they fail by 3 or 4, they suffer Terrible Pain for the duration; if they fail by 5 or more, they suffer Agony for the same duration. This technique costs 2 fatigue.

Ergokinetic Interface

10/15/20/25/30
Skill: Ergokinetic Interface (IQ/H)

The character is able to project their mind directly into the vehicle they drive, controlling it and all of its components directly. This requires the vehicle to have Computerized or Holographic controls (or a Psiberface Interface, but that already acts like Ergokinetic Interface; but all levels Ergokinetic Interface still add +1 to all of your rolls with the vehicle!). While so possessing the vehicle, the character can control all computerized systems on the vehicle and gains a +1 to handling. This requires a Ergokinetic Interface skill roll to initiate; if the vehicle is run by an AI, that AI may resist with Will. Additional levels add +1 to all rolls made with the possessed vehicle (Pilot, Gunnery (Beams), Artillery (Guided Missile), Electronics Operations (Sensors), etc).

Directly controlling a vehicle like this has, optionally, even more benefits! See the article “One with the Ship” on page 11 of Pyramid #3/30)

Traits: Unusual Background (Psiberface) [10]; Additional levels add levels of the Soul of the Machine talent.
Note: The pricing in “One with the Ship” assumes no such technologies exist, while Psi-Wars absolutely has such technologies. The reduced price brings it more in line with a Cyberjack’s price.

Electronic Possession
Hard
Default: Ergokinetic Interface -5; may not exceed Ergokinetic Interface.

The character may possess vehicles with electronic controls as well as those with computerized controls, and may control parts of the vehicle not normally controlled by computers. This technique costs 2 fatigue.

Machine Invisibility

5/level
Skill: Machine Invisibility (IQ/Hard).

This power corrupts anything attempting to record the user, whether his image or his voice. If the character succeeds at his roll, any attempt to detect the character by any means with a machine (camera, recording device or ultrascanner) suffers a penalty equal to the character’s Machine Distortion level; players can instead treat this as a bonus to any attempt to defeat a sensor. Any human viewing using the sensor (such as looking at the monitors for a camera) will notice an obvious distortion (static, a distorted images, a flickering screen, etc) but be unable to tell what it is, though characters with Expert Skill (Psionics) might recognize it for what it is, as well as someone who is simply familiar with the phenomenon, but will obviously be unable to identify the psion causing the effect.

Traits: Obscure (Vision; Affects Machines Only -50%; Defensive +50%; Ergokinesis -10%; Extended +20%; Nuisance (Reduced Area of Effect) -20%; Requires IQ roll -20%) [1.5/level] + Obscure (Sound; Affects Machines Only -50%; Defensive +50%; Ergokinesis -10%; Extended +20%; Requires IQ roll -20%) [1.5/level] + Obscure (Ultrascanners; Affects Machines Only -50%; Defensive +50%; Ergokinesis -10%; Extended +20%; Nuisance (Reduced Area of Effect) -20%; Requires IQ roll -20%) [1.5/level]

Distortion Expansion
Hard
Default: Machine Invisibility -2; may not exceed Machine Invisibility.

The character may increase the sensor distortion so that it doesn’t cover just him, but that it covers an area around him up to 2 yards away from him. Every 5 points by which the technique roll succeeds doubles this radius. This technique costs 2 fatigue.

Stealthy Distortion
Hard
Default: Machine Invisibility -10; may not exceed Machine Invisibility.

The character can erase or alter the sensor distortion, making it appear to be what he wants it to be. If the character erases the distortion, machines that fail to pick up the character will also fail to report anything at all. Those that report an altered signature of the character will report what the character wants them to report. This Treat this as like using a Distortion Jammer to alter the size and approximate shape of the thing sensed, thus changing what the distortion looks like it covers. The user cannot use it to make it definitively look like a specific person (an alien might be able to alter the distortion from a predominately “green” distorted face to a predominately “skin-tone” distorted face to make it appear the character was a human rather than alien, but they could not change the distortion so that it appeared to clearly be the Emperor). This technique costs 2 fatigue.

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