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If lightning is the wrath of the gods, then the gods care little for us but really fucking hate trees.
Electricity is an element with strong connotations in both scientific and mystical settings, albeit not exactly the same ones. It's also a fairly versatile one that gives solid options for offense, defense and control; the Battery ability in particular gives an accessible healing option to creatures with the Synthetic weakness, making the class a popular pick for robots.
Tesla | Wield electricity. | |
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caret-right | Battery | Heal via electricity. |
caret-right | Feedback | Proximity's dangerous. |
caret-right | Polarize | Utilize attraction. |
caret-right | Shock Steps | Shock more frequently. |
caret-right | Telectrokinesis | Move charged things. |
Enterprises | Tesla School |
Offense | plus-circleTaser Time: As an action, you may inflict the Charged condition on any subject within throwing range (0-10 meters). minus-circleTool Cost: Roll a trigger die when inflicting the Charged condition this way. If the result is 1-3, then doing so costs 1 Supply or use of a Tool Box item. You cannot use this ability if you have no Supply/Tool Box uses remaining. |
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Offense | plus-circleShock and Awe: You know how to enhance your weapons with electricity. Whenever you make any weapon attack and the trigger die is 10+, you inflict the Charged condition to your target in addition to all of that attack's normal effects (damage, conditions, etc). | |
Condition | Explanation | |
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battery-black | Charged | minus-circle After each action taken, roll a trigger die. If 1-4, lose 1 Energy. plus-circle Free actions are unaffected. plus-circle Recovery actions are unaffected. |
Protection | plus-circleGrounded: You are completely immune to the Charged condition. | |
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Protection | plus-circleLightning Eater: When you would gain the Charged condition, you instead regain up to 3 points of lost Energy by absorbing the incoming electricity. This happens immediately after resolving damage taken from the source of the Charged condition, if any. | |
Offense | plus-circleConnecting Arc: When a subject that you have currently inflicted the Charged condition to ends their turn within 5 meters of any other subject you have currently inflicted the Charged condition to, both subjects lose 1 Energy. Successfully recovering from the Charged condition prevents damage from this ability. Any given subject can be damaged a maximum of once via Feedback, regardless of how many other charged targets are nearby. | |
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Offense | plus-circleStatic Shock: When you inflict the Charged condition to any target, you may also choose to immediately inflict it on any targets in physical contact with your primary target (such as via grabbing/being grabbed by/riding on/being carried by them). plus-circleSpreading Current: When you inflict the Charged condition to any target in physical contact with any highly conductive substance (this generally means water or metal), you may also choose to immediately inflict it on all other targets within 5 meters of the primary that are in physical contact with the same conductive substance. |
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Offense | plus-circleUnerring Attraction: Your charged weapons are drawn automatically toward charged targets. You ignore failure chances from concealment when attacking any subject that currently has the Charged condition. | |
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Movement | plus-circleRide the Lightning: Whenever you inflict the Charged condition to a subject, you may choose to move up to 2 spaces closer to that subject than you were before as a free action. plus-circleComing At You: If an enemy inflicts the Charged condition to you (or tries and fails, if you have the Battery ability) you may move up to two spaces closer to them than you were before a a free action. This is resolved immediately after their action. |
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Offense | plus-circleWalk n' Shock: Careless walking often leads to completing a circuit. If a target you've inflicted the Charged condition to makes a movement action of any kind (walk, sprint, jump, etc) then they lose 1 Energy afterwards on a trigger die roll of 1-8 instead of 1-4. plus-circleTricky Defusal: Targets you've inflicted the Charged condition to must roll a trigger die after taking recovery actions just like they would for any other action. |
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Offense | plus-circleMake Them Move: You have some method of pushing or pulling on powerful electric fields. You may spend an action to force any creature your size or smaller within 10 meters that has the Charged condition to move up to 5 meters in any direction you want, including into danger (off cliffs, into spikes, etc). | |
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caret-right | Alternative | plus-circleExtra Power: You can use Electrokinesis to move targets larger than yourself. minus-circleMore Juice: When moving a target larger than yourself, you must spend 1 Supply/Tool Box use per size category larger they are. |
Utility | plus-circleUtility Zap: You can give the Charged condition to inanimate objects the same way you would give it to creatures. Since objects by definition cannot take actions of their own, this is largely harmless to them (but allows you to move them with Telectrokinesis or utilize them for combos with Feedback). plus-circleLonger Lasting: Charged inanimate objects remain charged until the end of the current exploration turn. |
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Tesla School | The settlement hosts an institution that teaches the secrets of this class for a small fee. Keystones of this class can be purchased here for 1 Supply each. |
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