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Electrokinesis Thoughts
Posted: Sat Mar 05, 2011 2:50 am
by Joseph Kerr
The Super Psionic ability that isn't, well, super.
I feel Electrokinesis is too weak to be of any use.
I'm referring mostly to the power as presented in NB. I've looked through some other books and it appears to be the same.
Why doesn't Electrokinesis have more potential in terms of straight damage?
Static Shock? You should be able to increase/decrease the damage like the fireball ability. At higher levels you should be able to instigate and direct a lightning bolt.
Does anyone else share my problems with Electrokinesis? And, if so, what have you done about it?
Any suggestions or comments are appreciated.
Thanks,
- Joseph.
Re: Electrokinesis Thoughts
Posted: Sat Mar 05, 2011 3:53 am
by Blindscout
Weeeell
I had the same feelings as you did about electrokinesis.
I added an electrical arc ability to it.
Damage: 4d6
Range: 100 feet plus 40 feet per additional level of experience
Duration: Instant
Bonus: +2 to strike
I.S.P. Cost: 25
It does not hit as hard as pyro's fireball ability but has greater range.
Re: Electrokinesis Thoughts
Posted: Sat Mar 05, 2011 5:39 pm
by Joseph Kerr
Blindscout wrote:Damage: 4d6
Range: 100 feet plus 40 feet per additional level of experience
Duration: Instant
Bonus: +2 to strike
I.S.P. Cost: 25
It does not hit as hard as pyro's fireball ability but has greater range.
Works.
I may just harvest abilities from APS: Electricity or EE: Electricty.
Anyone done the same?
Re: Electrokinesis Thoughts
Posted: Wed Oct 16, 2013 2:06 am
by The Oh So Amazing Nate
I'm currently playing a zapper and I too find the electrokinesis power under powered and not as defined as it could/should be.
I recently attempted to use the absorb electrical energy and manipulate electronic devices ability to shut down or shut off a skelebot. GM ruled it as a NO because the skelebot has a nuclear power source (to much to drain) and the AI would just turn itself back on. Things that I thought I should be able to do given the vague wording of the power. I'm not arguing his ruling, it makes sense. But if anyone has a better and more defined version of EK I'd love to see it.
Re: Electrokinesis Thoughts
Posted: Wed Oct 16, 2013 11:18 am
by Nekira Sudacne
The Oh So Amazing Nate wrote:I'm currently playing a zapper and I too find the electrokinesis power under powered and not as defined as it could/should be.
I recently attempted to use the absorb electrical energy and manipulate electronic devices ability to shut down or shut off a skelebot. GM ruled it as a NO because the skelebot has a nuclear power source (to much to drain) and the AI would just turn itself back on. Things that I thought I should be able to do given the vague wording of the power. I'm not arguing his ruling, it makes sense. But if anyone has a better and more defined version of EK I'd love to see it.
What's vauge, you can drain 8% of the output per level. you have to be higher level to drain it all.
Re: Electrokinesis Thoughts
Posted: Wed Oct 16, 2013 2:47 pm
by Nightmask
The Oh So Amazing Nate wrote:I'm currently playing a zapper and I too find the electrokinesis power under powered and not as defined as it could/should be.
I recently attempted to use the absorb electrical energy and manipulate electronic devices ability to shut down or shut off a skelebot. GM ruled it as a NO because the skelebot has a nuclear power source (to much to drain) and the AI would just turn itself back on. Things that I thought I should be able to do given the vague wording of the power. I'm not arguing his ruling, it makes sense. But if anyone has a better and more defined version of EK I'd love to see it.
GM just didn't want you enjoying the benefits of the class you chose. There's no reason the skelebot would have been able to turn itself on (doubtful the CS would want autonomous weapons platforms like the skelebots being able to turn themselves back on after being shut off) and just because the power supply is nuclear has no bearing on the difficulty in draining the systems since it's all about output (while you may not be able to permanently deplete it you should still be able to effectively shut it down as long as you're focusing on draining it).
Re: Electrokinesis Thoughts
Posted: Wed Oct 16, 2013 10:44 pm
by The Oh So Amazing Nate
Nekira Sudacne wrote:The Oh So Amazing Nate wrote:I'm currently playing a zapper and I too find the electrokinesis power under powered and not as defined as it could/should be.
I recently attempted to use the absorb electrical energy and manipulate electronic devices ability to shut down or shut off a skelebot. GM ruled it as a NO because the skelebot has a nuclear power source (to much to drain) and the AI would just turn itself back on. Things that I thought I should be able to do given the vague wording of the power. I'm not arguing his ruling, it makes sense. But if anyone has a better and more defined version of EK I'd love to see it.
What's vauge, you can drain 8% of the output per level. you have to be higher level to drain it all.
what's vague is the write up says I can, "use this ability to
drain the energy from the machine, to make it temporarily useless (until recharged)
or to reduce the energy/power level one degree or 8% per level of experience." The wording makes me think I can either do a complete drain OR a partial reduction. It doesn't however clarify how much energy I'm able to drain out. (Enough to render the skelebot inert? I mean it does say make the machine useless. as much has a car battery..as an e clip. how much am I limited or allowed.
I'm currently working on a revision of the Zapper and EK power that includes an ability similar to create, control, extinguish flame..but with electricity.
Re: Electrokinesis Thoughts
Posted: Fri Oct 18, 2013 12:27 pm
by Mouser13
Damage was never the point of this power. I always though it was to be disabler in a firefight. Ie you disable what 12 people guns and you keep doing it every action so they can't fire?
Re: Electrokinesis Thoughts
Posted: Mon Oct 21, 2013 12:56 am
by Rimmerdal
Mouser13 wrote:Damage was never the point of this power. I always though it was to be disabler in a firefight. Ie you disable what 12 people guns and you keep doing it every action so they can't fire?
yup and your guys can keep firing..also a handy way to recharge E-Clips in the field as well.
Plus not all combat is MDC or in armour..in a place like urban environments you can stun, fry and depower security systems so your also a great guy to have on a stealth run. Plus a bunch of CS mutants all standing water can be zapped easily..so on a sewer hunt...your even more deadly. In short use terrain (both wild and urban) and set up traps or ambushes.