Chess has the ability to convert potential energy in an object and convert it to kinetic energy, which “charges” the object. The results vary from accelerating and/or furthering its ability to travel if put in motion to making the object explosive or incisive upon impact on its target — or a combination of those effects.
To charge the object, Chess needs to be able to put a hand on it (gloves don’t make a difference); the size of the object and the desired outcome determine the length of time this charging process takes. The material and mass also have an effect; an apple “grenade” wouldn’t be as dangerous as a metal hubcap that would explode into shrapnel, for instance.
Anything under a pound is almost instantly charged but an object weighing a pound takes mere seconds to charge: 2 seconds to charge for a “punching” effect (or for enhanced travel speed or distance), 3 seconds for an razing or incisive strike, or 5 seconds for a fiery explosion. For each pound after that, the time doubles. If she can physically throw or launch the objects, the enhanced speed and/or distance can approximately triple the natural, or “uncharged,” rates of travel. The impact depends on the size of the object, with five pounds being roughly equivalent to a block of C-4.
Chess can also delay the time a charged object detonates. Doing so, however, takes more concentration and focus as well as more time — doubling the amount of charging time. This allows her to charge objects too large for her too move on her own. This allows her to charge stationary objects or allows her to have something she throws detonate in mid air rather than impact.
She can cause some small objects to essentially dissolve by touching them, increasing the kinetic energy within to break the object apart depending on the material (for example, if she were tied up, she could force the rope to fry through itself without setting fire to herself).
A more subtle application of her ability is a static interference that shields her mind from telepaths. This is due to the natural static caused by the excess of potential energy in her own body. This passive defense does not completely shield her — a well-trained telepath could still make his or her way into Chess’ mind, but it would be painful for both parties and would alert Chess that she was being read immediately, as would failed attempts. If the telepath succeeds in getting through the shield, while the reading is going on, neither she nor the telepath would be able to “hear” anything else, either telepathically or in the physical world, until the telepath retreats. Both Chess and the telepath would be left reeling and likely left with a migraine, followed by what feels like a hangover.
Limitations:
*She cannot charge living humans or animals but can charge other organic matter.
*She cannot charge liquids or gases unless they are contained within something solid, or in a solid form (such as ice).
*Every object charged takes a little of her energy, with the heavier items taking more of it. Within the course of a day, she can do several smaller charges reaching a total of her own body weight (125 pounds). If she has charged many smaller items, it has less of an impact than a few larger ones. She will grow tired and feel ill the closer she gets to her limit. Once she’s tapped out, she’ll be functional but sluggish and headachy, her own reaction times a little slow, as if she were slightly buzzed. It takes about 12 hours to recharge herself once tapped out.
*Her own body weight (125ish pounds) is normally the limit to the size of an object she can charge, if she hasn’t charged anything else for several hours. However, doing so would deplete her of all of her stored charging energy and result in knocking her unconscious for about 24 hours.
*If she is tapped out of her own energy, the static shield protecting her mind from telepaths is also gone. If she’s close to tapped out, it’s easier for telepaths to make their way in.