Zapper Special Abilities
1. Immune to Electricity, Conduct Electricity.
The Zapper is immune to damage caused from Electricity. Their body is a perfect conduit or resistor of electricity. This power is on all the time and the Zapper can Choose to conduct electricity or block it, at will.
2. Charge Electrical Devices
The Zapper can produce quantities of electricity to recharge E-Clips or power an electrical device directly.
3. Electrical Bolt
4. Electric Body Field
5. Improved Electrokinesis. Double Range and Duration. At 8th level reduce ISP cost by 1/2.
6. Starting Powers: Meditation (0), Mind Block (4), Resist Thirst (6), See Aura (6). Gain 5 Minor Powers and 1 Major Power at first Level. Gain 1 minor ability each level and 1 major ability at levels 3, 5, 8, 12, 15
Minor
Shocking Punch (New)
Static Charge (New; area)
Read Disk (New)
EM Pulse (Small; New)
Electric Bolt (New)
Electric Slide (New; Statics ride object power)
Machine Ghost (12)
Telekinesis (Varies)
TK Leap (8)
Bio-Regenerate (self; 6)
Deaden Pain (4)
Resist Hunger (2)
Deaden Senses (4)
Resist Thirst (6)
Death Trance (I)
See Aura (6)
Empathy (4)
Sense Time (2)
Levitation (varies)
Suppress Fear (8)
Mind Block (4)
Resist Fatigue (4)
Major
Electric Body Field (See Zapper)
Lightning Strike (New; Call Lightning)
EMP (Major; New)
Living Lightning
Lightning Sword (30; As Psi-Sword, electricity based)
Psychic Body Field (Stack with EBF)
Telemechanics (Electrical)
Telepathy (Read Electric Impulses)
Telekinesis Super
TK Force Field
TK Acceleration Attack
Neural Touch
Neural Strike