Short Circuit

Discipline psychokinesis; Level cryptic 3, dread 3, gambler 3, gifted blade 3, psion/wilder 3, psychic warrior 3, tactician 3, voyager 3


Display visual
Manifesting Time 1 standard action


Range medium (100 ft. + 10 ft./level)
Target one creature or technological object, or 20-foot radius burst (see text)
Duration instantaneous, see text
Saving Throw Fortitude negates; Power Resistance no
Power Points 5


A machine or component finds itself forcibly stripped of all mechanical function, unable to operate properly, if at all. If this power targets an object with charges, the object loses all of its remaining charges. If the object is powered by electrical means other than charges, its functions are suppressed for 1d4 rounds.

If this power targets a creature not of the robot subtype, it affects a random charged or electrically powered item in that creature’s possession. If the target is a robot, the robot is staggered for 1 round/ level and cannot use any energy-based attacks for that duration.

Augment: This power can be augmented in the following ways:

  • If you spend an additional 6 power points, the targeted short circuit can shut down one technological effect for every four manifester levels you possess.
  • If you spend an additional 6 power points, you may choose to cause an area short circuit instead of a targeted short circuit. All creatures within the area must make a fortitude save or have one of their technological items depowered in the manner described above. This also applies to ongoing technological effects that exist outside the area but are operating within it.
  • For every 2 additional power points you spend, including as part of augmenting this power, the DC of this power increases by 1.
Section 15: Copyright Notice

Arcforge: Technology Expanded © 2018, Legendary Games; Authors: Matt Daley, Michael Sayre.

scroll to top