Electrical Aura & Radiate Electricity

The psychic can seemingly cause himself to become engulfed in crackling elec- city. In reality, this is an electrical aura around him. Nothing on the Zapper's person is actually touched or affected, so noth- ing is damaged. Furthermore, the character can move around without difficulty. However, the electrical energy will cause a jolt to anything it touches and causes the hair of anybody within six feet of the character to stand on end from static electricity.

Range: Self.

Duration: Two minutes per level of experience.

I.S.P. Cost: 5

Damage: 6D6 S.D.C. damage per strike to anyone or thing that he touches or which touches him; 01-65% likelihood of any electronic device that is not shielded or grounded being shorted out. Damage is cumulative.

Static Discharge: 2D6 S.D.C. damage from electric shock and the discharge will temporarily interfere with communica- tions (radio signals garbled and unclear, video images snowy, broken and distorted) and temporarily knock out bugs, video cameras and sensors for 1D4 minutes.

2D6 M.D. can be inflicted with an electrical energy bolt (4D6 M.D. at ley lines and 6D6 M.D. at a nexus) if the Zapper concen trates intensely. This 2D6 M.D. can be added to damage from the Zapper's punches, kicks, or simply by being touched, if he so wills it to happen! Note: Additional cost of 8 I.S.P., lasts only one melee round per level of experience. Each M.D. elec- tric attack (bolt, punch, kick, head butt, etc.) counts as one me- lee action/attack. Maximum range of the energy bolt is 30 feet (9m) per level of experience; triple at a ley line and quadruple at a nexus point.

Electrified Body Protection (Special): The aura of electricity also provides a limited mega-damage field of protection equal to 20 M.D.C. +2 per level of experience and which renews itself at a rate of 2D6 M.D.C. per melee round (never more than the nor- mal maximum of 20 M.D.C.). Note: There is no extra I.S.P. cost for this aura of protection.