Electrokinetic

Electrokinetic Traits

Mutant Type: Wisdom; Dark; +2 to dark overcharge
Skill Bonus: Gain a +4 bonus to Mechanics checks
Lightning Reflexes: Gain a +2 bonus to Reflex.
Natural Battery: Gain resist 10 electricity
Electrokinetic Critical (Level 2 or 6): When you score a critical hit, the attack deals 1d10 extra damage, and one ally within 5 squares of the target gains 10 temporary hit points.

Electrokinetic Powers

ELECTRIC BOOGALOO Electrokinetic Novice
You zap your enemy with an arc of electricity, making your foe jerk and dance around like a spaz.
At-Will @ Dark, Electricity
Standard Action Melee 1
Target: One creature
Attack: Wisdom modifier + level vs. Fortitude.
Hit: 1d10 + Wisdom modifier + twice your level electricity damage, and the target takes a -2 penalty to all defenses until the end of your next turn.
STAND CLEAR Electrokinetic Utility
You jolt an ally out of whatever funk he’s in.
Encounter @ Dark, Electricity, Healing
Standard Action Melee 1
Target: One ally
Effect: Choose one of the following options: The target regains hit points equal your Wisdom modifier + your level, or the target makes a saving throw with a bonus equal to your Wisdom modifier.
LIGHTNING BOLT Electrokinetic Expert
You uncork a spectacular lightning bolt that fries a foe or supercharges an ally.
Encounter @ Dark, Electricity
Standard Action Ranged 5
Target: One creature
Attack: Wisdom modifier + level vs. Reflex
Hit: 3d8 + Wisdom modifier + twice your level electricity damage.
Miss: The ally nearest to the target gains temporary hit points equal to 3d8 + your Wisdom
modifier.

Electrokinetic

Fractured Worlds Fredryck