EditElectric
EditElectrifying Build-up
| Electrifying Build-up | | Recharge: * | Stress: 1;  | | Electric | | SFX Electric (Ag) | If you are engaged with an opponent add to your dice pool. | | This card remains in play while it has tokens on it. When you make a successful SFX Electric based attack, after you have calculated the damage for that attack you may remove up to SR # of tokens from this card to add +1 damage per token to the final total. When no tokens remain, return this card to your Action deck. | | 1: Add SR # of tokens to this card, +1 token per success and boon. | | !: Add SR # of additional tokens to this card. | | ++: Recover 1 stress | | -: Suffer 1 fatigue | | ??: The power build up is too much for you to handle; take SR Wounds. | EditElectrifying Preemption| Electrifying Preemption | | Recharge: (6-SR) | | Fatigue: 1 | | Electric, React | | Prereq: Electric Mastery (Ag) | | Electric Mastery (Ag) vs Target Defense | | You electrify an attacker, hoping to spoil their aim. | | After you have been declared the target of a melee or ranged attack by an opponent within Long range that you are aware of, you may play this card and make a SFX Electric (Ag) vs Target Defense check against the attacker. | | 1: You hit for SR + # of successes damage. The target must make a Resilience (To) check vs Average 2d difficulty or gain the Challenged condition for (SR) | | ++: You have +2 DEF vs the target until your next Beginning of Turn phase. |
EditElectrifying Embrace| Electrifying Embrace | | Electric, Passive | | Prereq: Electric Mastery (Ag) trained | | This card is always considered to be in play. | | You are resistant to electrical energy, and to a lesser extent heat and your ionized existence protects you from harm. | | You have +(SR x 2) Soak vs. Electric based attacks. If you Soak all the damage from a Electric based attack, you do not take an automatic Wound. | | You have +1 Soak vs. Fire based attacks. | | SR1: You are immune to the Thunderstruck condition. | | SR2: When you gain the Challenged condition subtract SR from the number of counters to be added to the Challenged condition before it takes effect. | | SR3: You have +(SR-2) DEF. |
EditElectrifying Aura| Electrifying Aura | | Recharge: (SR+2) | Stress: 1; | | Electric, Ongoing, Aura | | Electric Mastery (Ag) | | You create a visible shield of electricity that protects you from one or more opponents. | | You gain +SR Soak vs Electric while this card is recharging. | | 1: While this card is recharging, anyone that becomes engaged with you must make a Resilience (To) vs SR difficulty check or gain the Thunderstruck condition for (SR+1). If you become disengaged and later reengage the condition is applied again. | | SR3: You have +(SR-2) DEF. |
EditLightning Rod| Lightning Rod | | Recharge: (1+SR) | Fatigue: 1; | | Electric, React, Ongoing | | Electric Mastery (Ag) | | If someone (other than you) uses an Electrical attack within Long range, or if you are near a large source of electrical energy (like a transformer or a lightning storm), you may play this card. | | You become the target of the electricity source you Reacted to, rather than the intended target. | | 1: You take no damage from the electricity, instead absorbing it. You regain SR fatigue, (SR/2) stress (round up), and SR Wounds. | 3: As (1) and while this card is recharging you may add to all of your dice pools. | | !: You gain the Invigorated condition for (SR). | | ?: Oops: you take damage from the absorbed attack after all; Soak applies. | | At any time as a React, you can remove a recharge token from this card to recover 1 stress or 1 fatigue. When no more recharge tokens remain, return this card to your hand. You may immediately play this card again if the criteria are met. |
EditShocking Twist
| Shocking Twist | | Electric, Passive | | Prereq: SFX Electric (Ag) trained | | This card is always considered to be in play. | | You are particularly adept at harming others with electricity. | | SR1: When you do damage with an Electrical attack add (SR/2) damage (round up). | | SR3: As (SR1) and when you do damage with an Electrical attack affected targets must make a Resilience (To) check vs the Stunt Rating of the attack or gain the Staggered condition for (SR).* | | SR5: As (SR1) and when you do damage with an Electrical attack affected targets must make a Resilience (To) check vs the Stunt Rating of the attack or gain the Lulled condition for (SR). This replaces the SR3 ability. * | | *If the attack already requires a Resilience (To) check, use that check instead. |
EditElectrical Control| Electrical Control |  | | Electric; 1 Turn to activate, Persisted thereafter | | Electric Mastery (Ag); Medium Range | | Difficulty will vary based upon circumstances and specific usage. Note that naturally occurring lighting might have between 100 million to 1 billion volts. | | 1: you may control a voltage of electricity equal to (SR x 100,000,000), causing it to move, form shapes, inflict (SR x 2) damage on contact with objects, and so forth. | | 1: you may safely ground (SR x 250,000,000) volts of electricity. Each additional success or two boons adds +100,000,000 volts. | | 1: You may reduce the rating of an Electric Stunt used in the affected area by SR; if the rating is reduced to 0 or less the effect is nullified. You may attempt to affect a different Stunt each Round, changing your target once per Round as a React. |
EditElectrical Pulse / Living Lightning
| Electrical Pulse | | Recharge: (5-SR) | Stress: 1; | | Electric | | SFX Electric (Ag) | | You accelerate, riding a bolt of lightning. | | 1: You gain +SR movement maneuvers, and you have +1 DEF until your next Beginning of Turn phase. You are considered to be flying. | | +: +1 movement maneuver. | | ++: You gain +SR Soak until your next Beginning of Turn phase. | | -: Suffer 1 stress. | | SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the stress cost makes it impractical for long distance travel. Application of the Stress-less Facilitator to this Stunt addresses this problem and makes Electrical Pulse usable as if it were Superflight (Energetic), using SFX Electric (Ag) for any necessary checks. It is also still usable as a Stunt for its stated effect. |
| Living Lightning | | Recharge: (5-SR) | Fatigue: 1; | | Electric | | SFX Electric (Ag) | | You turn into a bolt of lighting and streak off to rematerialize elsewhere. You can move through unobstructed space, and you may also travel through conductive materials unimpeded, but not through non-conductive materials. | | 1: You may move yourself anywhere within +SR movement maneuvers without physically passing through the intervening space (you leave a trail however). | | SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the fatigue cost makes it impractical for long distance travel. Application of the Effortless Facilitator to this Stunt addresses this problem and makes Living Lightning usable as if it were Teleportation (Dematerialization), using SFX Electric (Ag) for any necessary checks. It is also still usable as a Stunt for its stated effect. | EditElectrical Discharge / Lightning Charge
| Electrical Discharge | | Recharge: (5-SR) | Fatigue: 1; | | Electric, React | | Prereq: Electrical Pulse (3) | | SFX Electric (Ag) vs Target Defense | | If you are using Electrical Pulse and there is one or more opponents along your route you may play this card. | | 1: You move near the target and allow some of your energy to ground through them, inflicting (SRx2) damage with Pierce (SRx2). | 3: As (1), and if there is another valid target along your route you may suffer 1 fatigue to make a SFX Electric (Ag) vs Target Defense and to hit them also, inflicting (SRx2) damage with Pierce (SRx2). | 5: As (3), and if there is another valid target along your route you may suffer 1 fatigue to make a SFX Electric (Ag) vs Target Defense and  to hit them also, inflicting (SRx2) damage with Pierce (SRx2). |
| Lightning Charge | | Recharge: (5-SR) | Fatigue: 1; | | Electric, React | | Prereq: Living Lightning (3) | | SFX Electric (Ag) vs Target Defense | | If you are using Living Lighting and there is one or more opponents along your route you may play this card. | | 1: You move through the target, inflicting (SRx3) damage with Pierce (SR). | 3: As (1), and if there is another valid target along your route you may suffer 1 fatigue to make a SFX Electric (Ag) vs Target Defense and to hit them also, inflicting (SRx3) damage with Pierce (SR). | 5: As (3), and if there is another valid target along your route you may suffer 1 fatigue to make a SFX Electric (Ag) vs Target Defense and  to hit them also, inflicting (SRx3) damage with Pierce (SR). | EditShocking Fists
| Shocking Fists | | Recharge: 0 | |
| Electric | | SFX Electric (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 3: As (1) and the target must make a Resilience (To) check or gain the Challenged condition for (# of successes). | | ++: Add 1 recharge token to every Challenged condition the target currently has | | -: Suffer 1 stress | | !: The target gains the Thunderstruck condition for (SR). | | ?: You gain the Exposed condition for (5-SR). |
| Shocking Fists | | Recharge: 0 | |
| Electric | | SFX Electric (Ag) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength damage. | | 2: As (1) and the target must make a Resilience (To) check or gain the Challenged condition for (# of successes). | | ++: Add 1 recharge token to every Challenged condition the target currently has | | ++: Add 1 recharge token to every Challenged condition the target currently has | | -: Suffer 1 stress | | !: The target gains the Thunderstruck condition for (SR). | | ?: You gain the Exposed condition for (5-SR). |
EditLightning Arc| Lightning Arc | | Recharge: (6-SR) |  | | Electric | | Electric Mastery (Ag) vs Target Def; Prepare; Long Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for (SRx2)+ # of successes damage. | | 3: As (1), and the target must make a Resilience (To) check or gain the Thunderstruck condition for (SR). | | 5: As (3), and if the target is Thunderstruck they also gain the Challenged condition for (SR). | | +: Add 1 recharge token to any condition granted by this action. | | +++: +SR damage | | -: -1 damage | | -: -1 damage | | !: +SR damage | | ?: suffer (7-SR) fatigue |
| Lightning Arc | | Recharge: (7-SR) | Fatigue: 2: | | Electric | | Electric Mastery (Ag) vs Target Def; Prepare; Extreme Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for (SRx2)+ # of successes damage. | | 3: As (1), and the target must make a Resilience (To) check or gain the Thunderstruck condition for (SR). | | 5: As (3), and if the target is Thunderstruck they also gain the Challenged condition for (SR). | | +: Add 1 recharge token to any condition granted by this action. | | +++: +5 damage | | -: -1 damage; this may be used multiple times | | !: +SR damage | | ?: suffer (7-SR) fatigue |
EditSystem Shock
| System Shock | | Recharge: 6 |   | | Electric | | SFX Electric (Ag) vs Target Defense; Close Range | If you are engaged with an enemy, add to your dice pool. | | You flood the target with a brutal electrical jolt. | | 1: the target suffers (SR-2) Wounds (to a minimum of 1) and gains the Lulled condition for (SR + # of successes). | | ++: Add 1 recharge token to the Lulled condition granted by this action. | | +: Regain 1 stress | | -: Suffer 1 stress | | -: Suffer 1 fatigue | | !: Remove 2 recharge tokens from this card | | ?: Add 2 recharge tokens to this card |
| System Shock | | Recharge: 4 |   | | Electric | | SFX Electric (Ag) vs Target Defense; Close Range | If you are engaged with an enemy, add to your dice pool. | | You flood the target with a brutal electrical jolt. | | 1: the target suffers 3 Wounds and gains the Lulled condition for (SR + # of successes). | | +: Add 1 recharge token to the Lulled condition granted by this action; this maybe used many times. | | -: Suffer 1 stress | | -: Suffer 1 fatigue | | !: Remove 2 recharge tokens from this card | | ?: Add 2 recharge tokens to this card |
EditLightning Bolt
| Lightning Bolt | | Recharge: (5-SR) | Fatigue: 1;  | | Electric | | SFX Electric (Ag) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for (SRx2) + # of success damage. | | 3: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked prone. | | +++: +SR damage | | -: -1 damage; this can be used many times. | | !: +1 critical | | ?: You gain the Exposed condition for (5-SR). |
| Lightning Bolt | | Recharge: (5-SR) | Fatigue: 1;  | | Electric | | SFX Electric (Ag) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for (SRx3) + # of success damage. | | 5: As (1), and the target must must make a Coordination check vs SR difficulty or be knocked prone. | | ++: +SR damage | | -: -1 damage; this can be used many times. | | !: You gain the Invigorated condition for (# of successes). | | ?: You gain the Exposed condition for (5-SR). | EditChain Lightning| Chain Lightning | | Recharge: (8-SR) |  | | Electric | | Electric Mastery (Ag); Close Range; Prepare | | You discharge electricity and it jumps from target to target. | | 1: All opponents within Close range must make a Coordination (Ag) check vs SR difficulty. If they fail they are hit by electricity and take SR + # of successes damage. | | ++: Remove SR recharge tokens from this card | | - -: suffer 1 stress and 1 fatigue | | !: Remove 3 recharge tokens from this card | | ?: Add 3 recharge tokens to this card |
| Chain Lightning | | Recharge: (9-SR) | Fatigue: 1;  | | Electric | | Electric Mastery (Ag); Close Range; Prepare | | You discharge electricity and it jumps from target to target. | | 1: All opponents within Close range must make a Coordination (Ag) check vs SR difficulty. If they fail they are hit by electricity and take (SR+1) + # of successes damage. | | ++: Remove SR recharge tokens from this card | | - -: suffer 1 stress and 1 fatigue | | !: Remove 3 recharge tokens from this card | | ?: Add 3 recharge tokens to this card |
EditTesla Chain
| Tesla Chain | | Recharge: (10-SR) |   | | Electric | | SFX Electric (Ag); Medium Range; Prepare | | Your electrical blast jumps from one target to another. | | 1: The target must make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. | | 3: As (1), and you may target a second opponent within Close Range of the first opponent. The second target may make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. | | 5: As (3), and you may target a third opponent within Close Range of the second opponent. The third target may make aCoordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. A Grandstand is appropriate. | | ++: Remove SR recharge tokens from this card | | - -: suffer 1 stress and 1 fatigue | | !: Remove 5 recharge tokens from this card | | ?: Add 5 recharge tokens to this card |
| Tesla Chain | | Recharge: (10-SR) |   | | Electric | | SFX Electric (Ag); Medium Range; Prepare | | Your electrical blast jumps from one target to another. | | 1: The target must make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. | | 2: As (1), and you may target a second opponent within Close Range of the first opponent. The second target may make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. | | 3: As (2), and you may target a third opponent within Close Range of the second opponent. The third target may make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. | | 4: As (3), and you may target a fourth opponent within Close Range of the second opponent. The fourth target may make a Coordination (Ag) check vs SR difficulty. If they fail they are hit and take (SRx2) + # of successes damage. A Grandstand is appropriate. | | !: Remove 5 recharge tokens from this card | | ?: Add 5 recharge tokens to this card | EditFaraday Cage| Faraday Cage | | Recharge: (SR+3) | | Fatigue: 1 | | Electric, Ongoing; Prepare | | Electric Mastery (Ag) vs Target Defense; Medium Range | | You trap a target in a "cage" composed of an electrical field. While in the "cage" the target can still move around but interactions between them and the world outside of their "cage" are difficult. | All actions targeting into or across a Faraday Cage add SR # of to their dice pool. Due to this, it is possible to use a Faraday Cage defensively. You can even target yourself with it in which case you auto-succeed with no check necessary, and can choose to dismiss your own cage in your Beginning of Turn phase. | | 1: You hit; the target must make a Coordination (Ag) check vs SR difficulty or be affected; the target can choose to not make a check. Affected targets are surrounded by a visible static electrical field, referred to as the cage, while this card is recharging. The cage cannot be attacked directly, but effects that can nullify Electricity can end the effect early. | | 5: As (1) and you may attempt to affect another target as if you played this card again. |
| Faraday Cage | | Recharge: (SR) | | Fatigue: 1 | | Electric, Ongoing; Prepare | | Electric Mastery (Ag) vs Target Defense; Medium Range | | You trap a target in a "cage" composed of an electrical field. While in the "cage" the target can still move around but interactions between them and the world outside of their "cage" are difficult. | All actions targeting into or across a Faraday Cage add SR # of to their dice pool. Due to this, it is possible to use a Faraday Cage defensively. You can even target yourself with it in which case you auto-succeed with no check necessary, and can choose to dismiss your own cage in your Beginning of Turn phase. | | 1: You hit; the target must make a Coordination (Ag) check vs SR difficulty or be affected; the target can choose to not make a check. Affected targets are surrounded by a visible static electrical field, referred to as the cage, while this card is recharging. The cage cannot be attacked directly, but effects that can nullify Electricity can end the effect early. | | 3: As (1) and you may attempt to affect another target as if you played this card again. |
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