This is the art of controlling energy. One thing is that Ergokinesis is not the power to represent "Force Lightning." That is, in my campaigns, is rather Psychic Vampirism.
#### *Confuse*
**15/18/21/26 points for levels 1-4, plus 26 points for each additional level**
*Skill*: Confuse (Will/Hard)
Skill vs. HT; Level 1 - skin; Level 2 - any touch; Level 3 - -1/yard; Level 4 - normal range penalties. Each additional levels adds -1 to resist and to recover.
##### Blue Screen
*Default*: Confuse-5; cannot exceed Confuse.
You can Confuse any machine that uses electricity.
##### Daze
Hard
*Default*: Confuse-6; cannot exceed Confuse.
#### *EK Shield*
**4 points per level**
*Skill*: EK Shield (QN/Hard)
##### Expansion
Hard
*Default*: EK Shield - 5; Cannot exceed EK Shield.
#### *EK Wall*
**17 for level one, +9 per additional level**
Skill EK Wall (QN/H)
Creates a shield of force directly in front of the psion. This will stop energy attacks with a block roll (WK Wall / 2) + 3. It costs 1 QP per minute. It can be used for a power defense. The DR of the shield is 4 per level.
##### Energy Deflection
Hard
Default: EK Shield-3; may not exceed EK Shield.
The character “tunes” his EK wall to a single type of energy or weapon. This applies Hardened 3 against that attack type (enough to reduce armor divisor 5 to no armor divisor!). The character must choose what sort of energy he chooses to tune his shield to deflect: common examples include Force Swords, Blasters and Plasma attacks (plasma weapons and explosives); the technique for each must be purchased separately. You must roll the technique after each attack to properly deflect it, but you need only pay the 2 fatigue cost for the technique once per minute.
##### Hand Deflection
Hard
Default: EK Shield - 2; may not exceed EK Shield
The character may concentrate all of his EK shield to his hand; multiply the DR of the EK shield by 5! If the character makes a bare-handed parry, apply this DR to any attacks made against his hand.
##### Suppression
Hard
*Default*: EK Shield-5; cannot exceed EK Shield.
#### *Control Electricity*
18/per level
Skill: Control Electricity
##### Dampen
Default Control Electricity; Cannot exceed Control Electricity + 4.
You can stop the flow of electricity in an area completely.
The area can have a radius in yards equal to your Dampen
level, and you must be adjacent to it or within it. This requires a skill roll and lasts for as long as you concentrate; there is no resistance roll.
#### *Surge*
**11 points/level** (max of 8 levels)
*Skill*: Surge
##### Mass Surge
Default: Surge - 7; cannot exceed surge.
You surge all machines in a 2 yard radius. You may double this area for each -5 points you make the roll, double the radius.
#### *Force Burst*
9 points/level
*Skill*: Force Burst
For 1 FP, create a small energy sphere (Max 100, Acc 3, RoF 1, Rcl 1). Each second it travels 10 yards towards the target. There sphere dissipates after the fourth turn or when it's out of range (20 yards). If it hits (Innate Attack (Projectile with no range penalties)) -- no range modifiers), the damage is 1d ex cr; target's DR is doubled or 1.
#### *Lightning*
7/level
Skill: Lightning (IQ/Hard).
In this game, Lightning is not drawn from a nearby source, but blasted directly from the psion, usually from his hands, thus treat this as an entirely new ability.
The Erogkinetic must gather power in his hands by concentrating for 1 second and spending 1 fatigue. Then they may roll Lightning to hit their target. The attack has Acc 3, Range 50/100, RoF 1, and deals 1d+1 burning per level. Treat any conductive armor (any armor that is not composite or diamondoid) as Armor Divisor 10 vs conductive armor); against other armor, apply an armor divisor of 5. Any electrical item or character must roll HT at a penalty of -1 for every 2 points of damage or be stunned for a number of seconds equal to the margin of failure. Characters roll HT at a penalty of -4 for every 4 full point of damage.
_Traits_: Innate Attack 1d+1 (Burning; Based on IQ +20%; Costs 1 fatigue -5%; Ergokinesis -10%; Increased 1/2D ×5 +5%; Side Effect, Stunning +50%; Surge, Arcing _or_ Armor Divisor 5, +170% , Requires Concentrate, -15%) [7/level]
### BACK
* [[Psionics]]