Abilities List

This page provides a unified list of all abilities available for purchase by characters, in their unskinned (abstract) forms, along with their standardised cost in CP. The final cost of an ability may be higher than the listed price, depending on the in-character justification provided at the time the purchase is requested.

Disabilities have a negative base price, but a ridiculous justification ("I'm foreign because I came through a magical portal from the Discworld!") may still result in this cost increasing. Most disabilities do not require any specific skin beyond the basic description.

Where an ability states "REQ: xyz", you must already have the ability xyz before you can purchase this one; if the format is "REQ: n x xyz", you require n copies of that ability. (For item abilities, the requirement must be met by an ability of the same item; possessing one item with Strange Radiations does not allow you to purchase Heat Rays for everything in your inventory.) A small number are race-specific, which is indicated by RACE: xyz; you may not purchase these abilities at all unless you are of the required race.

The type of an ability is given in italics directly after the name, where applicable. When the type is "Item", the ability applies to one specific character item. However, almost any ability may be purchased embodied in an item; the specific item must be stated at the time of purchase, and the ability may not be used without the phys-rep, but the item may then be used in game by any character who could have purchased the ability.

Where an ability marked as "Duplicable", you may purchase multiple copies of it, up to the maximum given (or no maximum otherwise). Any interval limits/cooldown (e.g. "once per hour") apply separately to each copy. For item abilities, Duplicable means that the ability may be purchased more than once for a single item phys-rep; any item ability may normally be purchased in duplicate if the copies apply to different item phys-reps.

Some abilities enhance another (e.g. Jump II enhances an existing Jump), which means the original ability is replaced by the more powerful version. You may never purchase more duplicates of such an enhancer than you possess of the original ability.

The use of any Chronophagic ability without a chronophage is impossible, and hence Chronophagic abilities, unlike most others, may never be re-skinned.

Now With Extra Sorting!

Universal/Racial

  • Cyclops: base cost -25. You have only one eye, and must wear a patch over the other at all times. You inflict -1 damage with ranged or thrown weapons due to poor depth perception.
  • Damage Reduction: base cost 50. You take -1 damage from weapon blows at all times. This ability is most commonly skinned as phys-repped armour, but other skins are possible.
    • Damage Reduction II: REQ: Damage Reduction, base cost 150. You take -2 damage from weapon blows at all times. This ability is most commonly skinned as phys-repped armour, but other skins are possible.
  • Dim-witted: base cost -30. -1 Intelligence. Duplicable, max 2.
  • Earthed: base cost 90. You take half damage from Electrical sources while in contact with the ground.
  • Frail: base cost -30. A frail character is particularly vulnerable to harm, and takes +1 damage from any source. Frail characters may never have a Strength greater than 1; if your Strength was higher at the time of purchase, it is reduced to 1.
  • Gammy Limb: base cost -20. Any one limb is permanently crippled and may not be healed. Duplicable, max 4.
  • Quick Draw: base cost 15. 3 innates. You may call a Time Freeze to draw a single weapon from its scabbard/holster. Duplicable.
  • Spare Chassis: RACE: Automaton, base cost 100. An Automaton with a spare chassis may return to the game (fully healed, and with all expended non-Intellectual abilities restored) no less than one hour after being "killed". The exact time and circumstances of arrival are at the ref's discretion, and this ability may take much longer than one hour to activate if the party is in a particularly isolated location (although the replacement chassis can always locate the disabled one, by tracking its homing beacon).
  • Stealth: base cost 20. 3 innates. Raise one hand; you are invisible to normal vision until you move, make any detectable noise, or become unconscious, for up to a maximum of 5 minutes. This ability does not affect any target able to see you at the time you invoke it. Duplicable.
    • Invisible, Invisible: REQ: Stealth, base cost 30. At any time you may expend two Stealth innates simultaneously. You may then additionally make slow hand movements (*not* attacks of any kind) or walk at up to half speed without breaking the stealth effect. (Does not stack with Wallfly.)
    • Wallfly: REQ: Stealth, base cost 25. At any time you may expend two Stealth innates simultaneously. The stealth effect then remains active until broken by one of the stated conditions (i.e. it is non-durational). (Does not stack with Invisible, Invisible.)
  • War Machine: RACE: Automaton, base cost 40. You take -1 damage from any Physical attack.
    • War Machine II: RACE: Automaton, base cost 80. Enhances War Machine such that you now take -2 (total) damage from Physical attacks.

Chronophagic

  • Closed Timelike Curve (Chronophagic): base cost 20. One individual within 10' of the user experiences up to 15 minutes of subjective time while the rest of the world is frozen around them. They may not move more than 1' from their current location or interact with any player or object (except those they are carrying) without breaking the effect, but can e.g. use abilities that would normally require a prolonged period to complete (any prep time/cooldown, other uses at ref's discretion). Duplicable.
  • Detect Chronophage (Chronophagic): base cost 15. This ability functions passively; the user's chronophage acts in a characteristic manner that lets them know of the presence of another chronophage within 30' (although not its exact location).
  • Haste Region (Chronophagic): base cost 25. All individuals within 30' of the user are able to move at double normal speed; this is phys-repped by everyone outside the region moving at half speed (or 1/4 speed if they are also slowed). Duration is 30 seconds. Duplicable.
  • Slow (Chronophagic): base cost 30. 3 innates. One selected individual within 30' of the user is reduced to half normal speed. Duration is 30 seconds. Duplicable.
  • Slow Region (Chronophagic): base cost 20. All individuals within 30' of the user are reduced to half normal speed. Duration is 30 seconds. Duplicable.
  • Temporal Displacement (Chronophagic): base cost 15. 3 innates. At the instant of activation, the user skips forward in time. Raise one hand, close your eyes and hum (i.e. as per a time freeze) for ten seconds. During this interval, the user is entirely undetectable, immune to all effects, and is not themselves aware of any passage of time. Duplicable.
    • Greater Temporal Displacement (Chronophagic): base cost 20. At any time, you may expend three innates of Temporal Displacement to instead skip forward 5 minutes (otherwise as per the base ability).
  • Temporal Time Freeze (Chronophagic): base cost 25. For up to 30 seconds, time passes only for the user of this ability, who may move around. During this time, all other items and persons are utterly immobile (and indestructible) to the user. Duplicable, max 3.
  • Time Enough (Chronophagic): base cost 40. Originally designed as an experiment to determine whether chronophages experience time linearly, this ability allows the Chronophagic Practitioner to temporarily detach themselves from the normal flow of causality, perceiving - for the briefest moment - all possible timelines flowing to and from the current moment. The human mind cannot store even a fraction of this information, but with extended training practitioners learn to pick out particular facts of relevance. The practitioner may ask a single question about any object, person, or place which they have encountered or may encounter within the last or next 24 hours, and will receive a true and (normally) complete answer. This ability requires 5 minutes' of mental preparation and inevitably causes a painful headache, which must be role-played for a minimum of a further 5 minutes (no combat or movement faster than walking is permitted; alternatively, the user may choose to suffer 4 points of Mental damage and immediately thereafter function as normal). Duplicable, max 2.
  • Time Loop (Chronophagic): base cost 80. One of the most advanced of all Chronophagic abilities, the activation of this power sets a metaphorical "save point". The referee will instruct all players to remember their location at the time of use. At some point during the following 5 minutes (ref's discretion) the loop will close. Due to a quirk of temporal mechanics, those involved have a (somewhat fuzzy, but accessible) memory of the loop; however, anything else that occurred during the loop (damage, effects, movement, etc.) "never actually happened". This ability requires 5 minutes' preparation. A single Chronophage phys-rep cannot be used to initiate more than one Time Loop per day.

Intellectual

  • Well Read (Intellectual): base cost 50. +1 Intelligence. Cost reductions that apply to Intellectual skills do not apply to Well Read.

Item

  • Aetheric Jammer (Item): base cost 80. An active Aetheric Jammer projects a field in a radius of 10' which disrupts aetheric communication. Automata within the field are paralysed until it is removed, and abilities which rely on aetheric messages do not function within it. The jamming field may be switched on and off at will by whoever has possession of the item.
  • Captive Chronophage (Item): base cost 50. You have a live chronophage in a container (which must be at least the size of a briefcase; chronophages kept in too small of a box tend to simply disappear, for reasons unclear to their owners). The mere possession of such a box, even without the ability to use it, is often sufficient to dissuade opposing Chronophagic Practitioners from attempting to use their powers in your vicinity for fear of unpleasant side-effects.
  • Enhanced Damage (Item): base cost 100. A single specified weapon phys-rep inflicts +1 damage at all times.
    • Enhanced Damage II (Item): REQ: Enhanced Damage, base cost 200. A single specified weapon phys-rep inflicts +2 (total) damage at all times.
  • Explosive: Concussion (Item): base cost 20. You may specify any reasonable set of trigger conditions for the item (e.g. "five seconds after I press the button", "when next picked up after I press the button", etc.) - complex conditions may increase the ability cost. When used, it causes a violent detonation that stuns any individuals within 10' of it.
  • Explosive: Gunpowder (Item): base cost 40. You may specify any reasonable set of trigger conditions for the item (e.g. "five seconds after I press the button", "when next picked up after I press the button", etc.) - complex conditions may increase the ability cost. When used, it causes a violent detonation that inflicts 5 points of Explosive damage to any individuals within 10' of it.
  • Explosive: Incendiary (Item): base cost 30. You may specify any reasonable set of trigger conditions for the item (e.g. "five seconds after I press the button", "when next picked up after I press the button", etc.) - complex conditions may increase the ability cost. When used, it causes a violent detonation that inflicts 2 points of Thermal damage to any individuals within 10' of it, and additional sets them on fire.
  • Familiar Weight (Item): base cost 10. If the item leaves your person (due to e.g. Sleight of Hand) you notice its absence immediately.
  • Finickety (Item): base cost 5. For any mechanism that may be disabled, not takes an extra 10 seconds to disable. Duplicable.
  • Heavy (Item): base cost -10. The item is unusually large/dense, and requires two people (or one with a Strength of 2+) to lift.
  • Indestructible (Item): REQ: Tough, base cost 25. An indestructible item may never be destroyed under normal circumstances. It is mandatory to specify at least one circumstance in which this does not apply, called a "catch" (e.g. "may be destroyed by immersion in strong acid"). The more obscure this circumstance, the more expensive the ability will be. Not available with semi-fragile or fragile.
  • Magnetic Pulse Emitter (Item): base cost 30. When activated, all ferromagnetic items within 20' are sharply attracted towards, or repelled from, the emitter (or vice versa, if they are substantially heavier/better fastened than it is) with force similar to a two-handed throw (although real metal items should not be thrown!). Usable once per day. Duplicable.
  • Razor Edge (Item): base cost 40. When a razor edged weapon is used in combat, for the first three blows it deals +1 point of damage and bypasses armour (call "through"). Thereafter the blade is dulled, and must be resharpened to restore the effect; this takes 5 minutes' appropriate phys-repped activity.
  • Rocket (Item): REQ: Explosive (any), base cost 10. The explosive item may be phys-repped as a nerf bullet or similar, and the detonation occurs when the phys-rep strikes any target.
  • Semi-fragile (Item): base cost -10. A semi-fragile item may be destroyed by any damaging blow, any explosion, or 10 seconds of role-played vandalism.
    • Fragile (Item): REQ: Semi-Fragile, base cost -15. A fragile item is destroyed by any deliberate blow, by any explosion, by being dropped onto a hard surface, or by any act of deliberate role-played vandalism.
  • Strange Radiations (Item): base cost 10. The item is capable of emitting one (or more, if duplicated) types of ray. You must specify the type of ray (see other entries in this list) emitted at the time of purchase. Duplicable.
    • Freeze Ray (Item): REQ: Strange Radiations, base cost 25. Once per day, the item may emit a ray that causes the target to be paralysed for 5 minutes. Duplicable.
    • Heat Ray (Item): REQ: Strange Radiations, base cost 15. Once per day, the item may emit a ray of intense heat. The target suffers 5 points of Thermal damage, and is set on fire. Duplicable.
  • Tesla Coils (Item): base cost 30. Modern Tesla Coils are small (1/2" long) metal elements typically worn on gloves or gauntlets, which allow the user to focus electrical energy. The possession of a set of Tesla Coils and a Voltaic Column are mandatory for the use of any Teslamological ability.
  • Tough (Item): base cost 15. A tough item may not be destroyed without at least 5 minutes' appropriate role-played vandalism. Not available with semi-fragile or fragile.
  • Voltaic Column (Item): base cost 60. A Voltaic Column stores up to 25kT of electrical power in a manner suitable for use by Teslamalogical abilities. This ability is free as part of the Teslamalogist discipline. The possession of a phys-repped Voltaic Column and a set of Tesla Coils are mandatory for the use of any Teslamological ability. Note that the phys-rep for a Voltaic Column must be at least the size of a lunchbox. Duplicable, max 2.
    • Voltaic Density (Item): REQ: Voltaic Column, base cost 50. Enhances one Voltaic Column to store up to 40kT of electrical power.
      • Voltaic Superdensity (Item): REQ: Voltaic Density, base cost 100. Enhances one Voltaic Column to store up to 60kT of electrical power.

Martial

  • Arise (Martial): base cost 15. 3 innates. You may call a Time Freeze to stand from a sitting or prone position, or to negate a knockdown effect. Duplicable.
  • Cheap Shot (Martial): base cost 25. Once per day when striking the first blow of a combat, deal +4 damage. If the blow misses this ability is wasted. Duplicable.
  • Crippling Blow (Martial): base cost 20. 3 innates. You may call cripple on one blow (i.e. "crippling single"). The effect is wasted if the blow deals no damage or misses. Duplicable, max 3.
  • Disarm (Martial): base cost 15. You may call disarm on one blow instead of a damage call. If you strike the opponent's weapon, they must immediately drop it; if you miss, the effect is wasted. Duplicable.
  • Dodge (Martial): base cost 20. 3 innates. You may call dodge within 2 seconds of suffering any attack that is not a ray to completely ignore it, including any attached effects (the blow is considered to have missed). Duplicable.
  • Hardy (Martial): base cost 25. You have +5 additional maximum HP, over your normal racial HP. You may not purchase this ability if your Strength is lower than 2.
    • Hardier (Martial): REQ: Hardy, base cost 50. You have +10 (total) additional maximum HP, over your normal racial HP.
  • Jump (Martial): base cost 10. 3 innates. You may call a Time Freeze and move up to five paces in a straight line, representing an athletic leap which automatically carries you over any obstacle up to 3 feet in height. Duplicable.
    • Jump II (Martial): REQ: Jump, base cost 15. At any time you may expend two Jump innates to instead move up to nine paces, and automatically surmount any obstacle up to 5 feet in height.
    • Handspring (Martial): base cost 15. When using Jump or Jump II, you may expend an additional Jump innate to allow you to move an additional 3 paces at the end of the jump, optionally in a different direction to the initial movement. Duplicable.
  • Knockback (Martial): base cost 10. 3 innates. You may call knockback on one blow instead of a damage call. If you strike the opponent, they must immediately move up to 10' directly away from you. Duplicable.
  • Knockdown (Martial): base cost 15. 3 innates. You may call knockdown on one blow instead of a damage call. If you strike the opponent, they must immediately fall to the floor. Duplicable.
  • Mighty Blow (Martial): base cost 15. 3 innates. Increases the damage dealt by a single weapon blow by +2 points. As this is a physically taxing feat, you may not apply more than one Mighty Blow innate per encounter. Duplicable.
  • Rapid Fire (Martial): base cost 30. 3 innates. Once per day, you may call the damage from a single ranged weapon attack three times (e.g. instead of calling "double", call "double double double"). The original attack must still hit, or this effect is wasted. Duplicable.
  • Snipe (Martial): base cost 10. With 5 seconds' preparation, you may call a hit at up to 20' distance (using a pistol/shotgun/similar) or 50' distance (using a rifle; phys-rep must have a minimum length of 2') without actually firing the phys-rep. The shot is resolved normally in all other respects. Duplicable.
  • Strength Training (Martial): base cost 40. +1 Strength (maximum 4).
    • Strength Training II (Martial): REQ: Strength Training, base cost 80. +2 (total) Strength (maximum 4).
      • Strongman (Martial): REQ: Strength Training II, base cost 120. Strength Training II now stacks to a maximum of Strength 5.
  • Stunning Blow (Martial): base cost 15. 3 innates. You may call stun on one blow (i.e. "single stun"). The effect is wasted if the blow deals no damage or misses. Duplicable, max 5.
  • Weapon Mastery (Martial): base cost 50. You inflict +1 damage with a specified type of weapon (e.g. "swords", "thrown rocks", "pistols") at all times. Duplicable.
    • Weapon Mastery II (Martial): REQ: Weapon Mastery, base cost 100. Enhances Weapon Mastery to inflict +2 (total) damage with the specified type of weapon at all times. This ability is not available to characters of 0 Intelligence, who cannot master the subtlety required.

Mesmeric

  • Demesmerise (Mesmeric): base cost 20. 3 innates. Immediately ends the most recent mesmeric effect on the target. Duplicable.
  • Discern Mesmeric Influence (Mesmeric): base cost 20. At will, with 5 seconds' inspection, you may determine whether a particular individual is currently under the influence of any Mesmeric power (but see Subtle Influence) - only the presence of an influence is detected, not its nature. This ability is free as part of the Mesmerist discipline. [Needs upgrades for Discern Level of Influence, Discern Phrasing or similar]
  • Discern Mesmerist (Mesmeric): base cost 15. At will, with 15 seconds' inspection, you may determine whether an individual has any Mesmeric skills (but not which skills). This ability is free as part of the Mesmerist discipline.
  • Evil Eye (Mesmeric): base cost 25. 3 innates. One target is affected by fear of you for 5 minutes. Duplicable, max 4.
  • Fade (Mesmeric): base cost 60. For up to 5 minutes, you are extraordinarily "unimportant" to any individual susceptible to Mesmerism with whom you make eye contact; for example, a guard will not care about you walking past him, or even lifting a key ring from his desk (you don't matter, so your actions can't be important either) and nobody will bother to interact with or attack you. Note that this applies to friendly characters too! Attacking breaks the effect immediately, or you may elect to end it at any time. Duplicable, max 2.
  • Lock Gaze (Mesmeric): base cost 15. 3 innates. Declare 'lock gaze' at the time of use. For up to 30 seconds, while the mesmerist continues to speak (this speech must not be content-free), the subject's attention is focused entirely on the mesmerist; any damage sustained by the subject breaks the effect immediately. It is possible to use other mesmeric abilities on a subject so locked.
  • Mesmeric Suggestion (Mesmeric): base cost 20. 3 innates. With 5 seconds of calm speech, followed by an OOC declaration "Mesmeric Suggestion: XYZ", you may implant a simple suggestion of up to 5 words' length in the subject's mind. The suggestion will normally be accepted as true, although a suggestion which contradicts the subject's core beliefs, or which is obviously false ("we didn't just kill Fred!") will be ignored. Duplicable.
    • Mesmeric Greater Suggestion (Mesmeric): REQ: Mesmeric Suggestion, base cost 25. You may expend two innates of Mesmeric Suggestion such that with 10 seconds of calm speech, followed by an OOC declaration "Mesmeric Greater Suggestion: XYZ", you may implant a suggestion of up to 10 words' length in the subject's mind. The suggestion will normally be accepted as true for a minimum of 5 minutes, although a suggestion which would break a Mesmeric Suggestion will result only in the subject being confused for the same duration.
      • Mesmeric Domination (Mesmeric): REQ: Mesmeric Greater Suggestion, base cost 30. You may expend four innates of Mesmeric Suggestion such that with 30 seconds of calm speech, followed by an OOC declaration "Mesmeric Domination", you seize almost full control of a subject's mind. The subject will obey any non-suicidal instructions, and accept any suggestions, made by the mesmerist during the first 5 minutes of the effect. Thereafter, the effect is broken by any instruction or suggestion given by the Mesmerist which would break a Mesmeric Suggestion.
  • Séance (Mesmeric): base cost 30. The use of this ability requires at least three and at most five willing participants in addition to the mesmerist. During a maximum of a 5-minute period of appropriate role-play, the mesmerist may ask the referee one question per minute, to which they will receive a one word reply which will generally be true. (Although the mesmerist may believe (or at least claim) that this effect is achieved by contacting the spirit world, it is actually mediated by what might be considered a form of subconscious "crowd-sourcing".) Duplicable, max 3.
  • Sleight of Hand (Mesmeric): base cost 15. 3 innates. You may call a Time Freeze to move any one small object, which is within your unaided reach, to any other location also within your unaided reach. May not be used during combat or a weapon that is being held. Must roleplay a distraction if the object in question is the focus of others' attention. (You may use this ability at the start of an adventure, to further the roleplay of your character in manner that is not in any way useful in-game without using an innate.) Duplicable.
  • Subtle Influence (Mesmeric): base cost 10. You may expend one copy of this ability simultaneously with any other Mesmeric power to hide the presence of the latter from Discern Mesmeric Influence. Duplicable.
  • Vanish (Mesmeric): base cost 30. With a one sentence declaration including the word "vanish" (i.e. "and now before your eyes I vanish!") the user, or any one object of up to human size, becomes undetectable to all subject(s) able to see the mesmerist's eyes at the time of use. The subject(s) sincerely believe (for the duration) that the vanished object is no longer present (as opposed to e.g. merely being invisible). This effect lasts for 5 minutes unless the mesmerist elects to end it early. Duplicable.

Pharmacy

  • Knowledge of Chemistry (Pharmacy): base cost 25. You may at any time request information on any named chemical or mixture (not "the contents of this unlabelled bottle"). The information received will be up to one sentence, unless the substance's properties are well-known, in which case all pertinent information will be imparted. This ability is free as part of the Pharmacist discipline.
  • Toxic (Pharmacy, Item): base cost 20. A toxic item inflicts 3 points of Biological damage per minute for 5 minutes to anyone who consumes it.
    • Toxic II (Pharmacy, Item): REQ: Toxic, base cost 30. Enhances a toxic item to inflict 4 points of Biological damage per minute for 10 minutes.

Social

  • Foreign (Social): base cost -10. You are not a subject of the British Empire, and are very likely to be mistrusted (at best) by British NPCs, especially factors of the Government or those of higher social status. You may elect to purchase this ability with the additional restriction that you must speak in a strong accent at all times; if so, the base cost is -25.
  • Her Majesty's Service (Social): base cost 40. You are a factor of the British Government and can issue reasonable orders to civil servants, to police, or to Royal forces (one only per purchase). Requires phys-repped identification to invoke. [Grades required]

Technical

  • Assess Automaton (Technical): base cost 15. With 10 seconds' visual inspection at a distance of up to 10' you may determine the current HP of any Automaton (player or monster), and additionally whether or not the Automaton benefits from a damage reduction versus Physical sources.
  • Disable/Enable Mechanism (Technical): base cost 25. With 30 seconds' appropriate role-played activity, you may temporarily disable most mechanical items (ref's discretion), preventing their operation until re-enabled, or re-enable an item disabled by the use of this skill. You must know at least the general function of the item you wish to disable.
  • Discern Charge (Technical): base cost 10. With 10 seconds' inspection, you may determine whether a specified item holds a Teslamological charge, and the current charge level (rounded to the nearest 5kT). This ability is free as part of the Teslamological discipline.
  • Discern Mechanism (Technical): base cost 20. With 30 seconds' inspection, you may determine some (or all) of the function of a mechanical device; the amount of information received is limited to 12 words, or may be "this item is identical to (another known item)". This ability is free as part of the Engineering discipline.
  • Kick in the Cogs (Technical): base cost 30. Your attacks with a tool or similar weapon ignore damage reductions (call "through") versus a single nominated automaton for the next 15 seconds. Usable once per day. Duplicable.
  • Robot Fixer (Technical): base cost 40. With suitable tools and 1 minute's appropriate role-played activity, you may repair 1 hit of damage to any Automaton.
    • Robot Repairman (Technical): REQ: Robot Fixer, base cost 40. Enhances Robot Fixer such that each 1-minute interval repairs 2 hits of damage.
  • Spanner in the Works (Technical): base cost 15. With 5 seconds' inspection and preparation before attacking, you may strike a blow versus an automaton that automatically stuns it. Usable once per day. Duplicable.

Teslamological

  • Electroshock Therapy (Teslamological): base cost 30. Expends 1kT of power. By touching a subject on the temples, delivers an electric shock that inflicts 1 point of Electrical damage and immediately terminates all active Mesmeric effects on the subject.
  • Tesla Bolt (Teslamological): base cost 30. Expends 2kT of power. The bolt (which behaves as a ray) inflicts 5 points of Electrical damage to one target, who is automatically [[stunned]].
    • Tesla Blast (Teslamological): REQ: Tesla Bolt, base cost 60. As Tesla Bolt, except that it expends 4kT of power and inflicts 12 points of Electrical damage in addition to the automatic stun.
  • Tesla Field Generation (Teslamological): base cost 25. The Teslamologist may use residual electrical energy to power small electrical items (lightbulbs or similar) without expenditure of kT.
  • Tesla Touch (Teslamological): base cost 50. Expends 4kT of power. The Teslamologist sets up a persistent electrical field around their hand(s), such that they may inflict 1 point of Electrical damage per open-handed blow for 5 minutes.
Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License