Electrokinesis allows the manipulation and storage of electricity and energy waves. Unless otherwise specified, the activation of an electrokinesis power lasts for five minutes. Attempting to manipulate an item being held or worn by another person is difficult, as unwilling targets may resist by making a Mental Effect saving throw to foil and immediately end the electrokinetic power being used. Core Technique: Energy Tingling. While this power is active, the psychic's sight can detect electrical charges and transfer within 5 meters and easily finds charged battery packs, active power cables, and powered cyberware. Power generation, such as fusion reactors, may overwhelm this sense. Difficult Perception checks allow sensing of faint electrical charges, such as depleted batteries, beings with nervous systems, or low-power radio emitters. At Discipline level 2, it improves to 10m, level 3, 15, and level 4, 20m. Level 1 Electrical Transfer. The psychic may focus their attention on two points within 20 meters and, as the physical mediums allow, can transfer electrical power between them via the psychic's body. Often this energy transfer is accompanied by a bright arcing. This allows operation of disconnected equipment, or shorting out and disabling other equipment. This power does not have enough control to direct such transfer to or through points moving erratically, such as a person able to dodge. (effort for the scene) Bending the Beams. The psychic's sense and control over electromagnetic energy is becoming instinctive. For the duration of this power, every attack against this psychic using energy weapons must make a Mental save or suffer -3 to-hit. Alternatively, upon activating this power the psychic may waveshift light reflecting off of their body and worn equipment so to obviously distort their identity for the duration. The psychic must chose which effect when the psi points are spent. Mastering includes both. Using this technique is effort for the day Level 2 Lightning Arc. The psychic can now control bursts of electricity in combat against targets within their unaided sight. When a power source is available within 20m with an unobstructed transfer path to the psychic and then to the target, the psychic can draw from it to attack. The psychic may use Unarmed combat or the Perception skill to attack. This power does up to a number of four-sided dice equal to their discipline level. Restrictive power sources, such as the battery of a laser pistol, will result in fewer damage dice.(one effort per use) Accumulation. The psychic may tap from a nearby sizable power source and store within their body up to a number of discipline power uses equal to their discipline level. This allows later use of a power that would otherwise fail without a nearby power source. This power's duration lasts as long as a psychic is conscious. When the psychic falls unconscious, asleep, or is killed, any remaining unused power stores are randomly released against nearby targets. (Effort for the scene) Electrokinetic Riposte. The psychic's control now allows a focused response against their attacker. This power may be used up to once per round after being hit by a successful energy attack. The target must make a Mental save; if successful, then the damage to the psychic is rolled twice with the lesser result applied. If the target fails this save, then the attack rebounds to hit the target for normal damage. Umbrella. Keep your enemies close but your psychic closer. This power provides the psychic's allies, while within 20m, the benefits of Bending the Beams and +2 to physical effect. (effort for the scene) Lightning Chain. The psychic now may attack multiple targets with an attack similar to the Lightning Arc. The attack is rolled only against the first target within 20m of the psychic. The first target takes (discipline)d4 damage with each successive target within 20m of the psychic experiencing two less die of damage until no dice remain. If a target makes a Mental save, it takes half damage. Spectrum Command. The psychic's understanding of electrokinesis now allows energy conversion across the entire spectrum. While active, this power allows the psychic to interact with and manipulate x-rays, light, infra-red, radio waves, and electricity within 20m. Radio transmissions can be jammed or created, light and shadows are created at whim until changed, and x-ray bursts appear and fry electronics. Damage of energy weapons fired within this range may be reduced or increased by a die. Subjects within range may contest interfering effects with a successful Mental Save each round; success negates the effect. Energy attacks from outside the zone fail due to the psychic's control. (effort for the day)