Voltage
By Matt Furman (mjesterf@aol.com), for the Ampere bloodline.
Description
Voltage is the Discipline that the Amperes are fluent in. It consists of the power to control and manipulate electricity to their use.
* Jolt
With this power, the Amp is able to cause a minor electric jolt within one person by concentrating on him. The Amp rolls a Willpower (diff is the Willpower of the victim). Each success causes the victim's Willpower pool to decrease by one for each success. This effect lasts only for one turn.
** Power Surge
This power grants the Amp the ability to charge an object with an electrical current, or take away that current. The user rolls Manipulation + Voltage (diff depends on target). Each success causes the appliance, or whatever to either malfunction a turn for each success, or work for a turn for each success, even if it isn't plugged in. Difficulty is up to the Storyteller, such as trying to start a car would be about a diff 8, while making a toaster work would be about a 5.
*** Bolt
This power allows the Amp to shoot bolts of lightning from his fingertips, a la Eldritch Glimmer. The Amp spends BPs equal to the amount of bolts he wishes to throw and rolls Perception + Firearms (diff 6) for each bolt. Each bolt causes three points of aggravated damage, which can only be soaked with Fortitude.
**** Shock
By touching someone, the Amp can send an electrical shock through his system. The Amp rolls a Manipulation + Voltage (diff is Willpower of target). Each success against a victim causes one aggravated damage per success. This can be only soaked using Fortitude.
***** Rage Above the Storm
This power grants the Amp the ability to cause a storm of an electrical disturbance, meaning no rain, wind, etc. The Amp rolls a Intelligence + Electronics (diff base 7, increases and decreases according to surroundings) to summon such a storm. Each success causes a 10 feet area to be charged with such a current that sparks fly, and electric arcs fly between objects. Such a storm could cause a fire if it were near a flammable object. If the Amp wishes to move it about, he must spend a WP point and roll a Manipulation+Intimidation (diff 8). Each success can allow him to move it 5 feet per success.