Ride Conduit

4th-level movement

Activation Time: 1 action
Range: Touch
Duration: Concentration, up to 1 minute

You transform into electricity allowing you to use your move action to travel through electrical wiring networks from one entry-point to any other in the network. Familiar networks, such as your home or base, or trying to reach a familiar destination through a familiar network does not require a power check.

To reach the desired location you must have the electrical plans for the area you're traveling through (typically requiring a Research check DC 12 and 1d4 x 10 minutes) and succeed at a power check. If you are familiar with the area and don't have the plans, then you can still make an attempt, but the DC is increased by 5 and you have disadvanatge.

Failure means that you exit in a random location at the GM's discretion, per the Miscalculated Exit column.

Size of Network DC Actions Required Miscalculated Exit
Small Building 10 1 move action You exit in an adjacent room.
Large Building 12 1 move action You exit in the wrong room on an adjacent floor.
City Block 15 1 move action You exit in the wrong building on the right block.
City 17 2 move actions You exit on an adjacent block.
State 20 3 move actions You exit 2d10 miles from you intended destination.
Multi-State Grid 22 4 move actions You exit 5d10 miles from you intended destination.

You are limited to the boundaries of the grid you're using. Most electric grids cover an area no larger than a few states.

Protectors and Breakers


Dangers of this form of travel include protectors and breakers, and many exit points have both.

As an optional rule, the GM can incorporate protectors and breakers when you use the Ride Conduit power. This adds a level of realism and complexity.

Breakers. Entering a new structure requires a power check DC 15 to bypass the circuit breaker unharmed. If you succeed, you reach the desired location unharmed. If you fail, you take 4d8 force damage and are deposited Stunned and Prone at a random exit point within the structure (if only one potential exit point is available, then you exit in the right place).
Protectors. Surge protectors and equivalent technology are located at some exit points. Bypassing them requires a power check DC 15. If you succeed, you exit unharmed. If you fail, you take cause 2d8 force damage and land prone in a space adjacent to the exit point.

If you have Detect Electricity or a similar power (at the GM's discretion) active, then you can choose a safe exit point (if available) or return to your entry point. Additionally, you gain advantage on your power checks to bypass breakers and protectors.

The GM must determine if such devices are in use. There is generally a 25% chance of running into a protector at an exit point. The GM can determine this chance is higher or lower depending on the exit point. Computer or security rooms will certainly be outfitted with surge protectors. Any habitable structure which passes standard building codes must have circuit breakers.

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