Charge (1+ Intellect points)
You can charge an artifact or
other device (except a cypher) so that it can be used once. The cost is
1 Intellect point plus 1 point per level of the device. Action.
Shock (1 Intellect point)
Your hands crackle with
electricity, and the next time you touch a creature, you inflict 3
points of damage. Alternatively, if you wield a weapon, for ten minutes
it crackles with electricity and inflicts 1 additional point of damage
per attack. Action for touch; enabler for weapon.
Bolt Rider (2-8 Intellect Points)
You can move a short
distance (15m) from one location to another almost instantaneously,
carried by a bolt of lightning. You must be able to see the new
location, and there must be no intervening barriers. For 4 Intellect you
can move a long distance (30m), for 6 Intellect you can move 60m and for
8 Intellect you can move 120m. Action.
You can drain the power from an artifact or
device, allowing you to regain 1 Intellect point per level of the
device. You regain points at the rate of 1 point per round and must give
your full concentration to the process each round. The GM determines
whether the device is fully drained (likely true of most handheld or
smaller devices) or retains some power (likely true of large machines).
Action to initiate; action each round to drain.
Erase Memories (3 Intellect points)
You reach into a
creature’s mind to make it forget. Choose one creature within immediate
range and make an Intellect roll. On a success, you erase up to the last
five minutes of the creature’s memory. The creature simply forgets anything
it experienced during this time. When used in combat, you can give 1
other character an asset of 2 on its attack that round (because the NPC
is suprised). Action.
(Character Options p15)
Bolts of Power (5+ Intellect points)
You blast a fan of
lightning out to short range in an arc that is approximately 50 feet (15
m) wide at the end. This discharge inflicts 4 points of damage. If you
apply Effort to increase the damage rather than to decrease the
difficulty, you deal 2 additional points of damage per level of Effort
(instead of 3 points); however, targets in the area take 1 point of
damage even if you fail the attack roll. Action.
Transdimensional Weapon (3 Intellect points)
weapon that you touch vibrates on a dimensional frequency so that it
spans into other dimensions for one hour. During this time, it inflicts
1 additional point of damage on a successful hit and affects targets
that can only be affected by special transdimensional effects, such as
those that are out of phase. Action to initiate.
Hedge Magic (1 Intellect point)
When you have a free
hand, you can perform small tricks: temporarily change the color or basic appearance of a
small object, cause small objects to float through the air, clean a
small area, mend a broken object, prepare (but not create) food, and so
on. You can’t use hedge magic to harm another creature or object.