Some just want to watch the world fry. Some can’t help but start the fireworks. Zappers are highly passionate people, given to extreme emotions and expressions, and this dramatically affects the way their powerful psionic energies manifest.
First and foremost, Zappers are electrokinetics—they can continuously absorb, store and discharge electricity. Their capabilities extend far beyond that foundation, however, in that they can also affect existing electricity around them, slowing it down or even stopping it entirely. Electricity is theirs to create, command, and cancel as they see fit.
As Major Psionics, Zappers also have access to other psionic abilities, making them formidable in more than open combat. Still, there’s no denying their primarily combative role in most groups, and when town leaders determine a Zapper is among a group, there’s at least one conversation to be had about property damage.
LIVE UP A STORM
The most dangerous and rare of the physical psychics are those whose powers manifest in the form of kinetic energy. Just as the Burster controls fire, the Zapper commands kinetic energy at a frightening magnitude. All Zappers enjoy total mastery over electricity and all forms of Telekinesis! According to witnesses, the power of the Zapper is even more sensational to behold than the pyrokinetic displays of the Burster. Just by concentrating, the Zapper character can surround himself with rippling electricity, shoot mega-damage lightning bolts, and drain energy from electronic devices.
Very few of these Zapper psychics exist, with no more than a few thousand throughout North America, probably less. For some reason, they seem most common in the regions once known as the Canadian Empire and the northeastern portions of the American Empire.
The Coalition Military and Psi-Battalion includes a surprisingly large number of Zappers among them; so does Free Quebec. There are currently 92 on active duty at Chi-Town, 40 others scattered throughout the CS and another two dozen undergoing training. In fact, while many people have never encountered a Zapper outside of the Coalition, CS forces are trained to recognize them and how to deal with them.
Those Zappers that are not a part of the Coalition Military and Psi-Battalion forces often feel the need to hide their powers for several reasons. The first and most important reason is to avoid being hunted and killed by the Coalition. Secondly, however, ordinary folk often see Zappers as frightening figures, both for their destructive potential as well as for superstitions and primal fears surrounding lightning and electricity.
HERO’S JOURNEY (4 ROLLS)
- Zappers gain three rolls on the Experience & Wisdom Table or the Psionics Table.
- Zappers gain one additional roll on any table except Cybernetics or anything to do with magic.
DANCING WITH LIGHTNING
Zappers have a personal, emotional, almost poetic relationship with electricity and storms that extends beyond the physical facts of their powers. Scholars speculate this relationship—which sometimes manifests as anthropomorphizing and speaking to clouds and machines—is a mechanism of focus, helping the psionic control an otherwise highly volatile process.
Intertwining mind and spirit with the lightning creates a feedback loop that further enhances the Zapper’s abilities. In addition to flinging powerful bolts of electricity and manipulating electromagnetic processes over an area, Zappers are able to read and understand everything there is to know about a particular storm or electrical current. A Zapper can also study a machine powered by electricity, sifting through the ebb and flow of current and observing the purpose and patterns, and even trace the current back to its source.
Unsurprisingly, Zappers are utterly impervious to electricity in any form. Laser, fire, and plasma have limited effects on them as well.
A SHOCKING SPIRIT
Though electrokinesis is the mainstay of a Zapper, she also has access to a strong array of other psionic powers. Most of them relate to manipulation of psionic energy in a physical way, and this almost always has some kind of electricity or storm-related Trapping. Some, however, are more traditional psionics in nature and use, granting the Zapper utility and value in situations beyond the battlefield.
A Zapper’s list of available powers is fairly limited compared to most psionics, and they typically stick to the Electricity Trappings found in Savage Worlds but aren’t required to use them. Zappers choose from the following list:
armor, barrier, blind, boost/lower Trait, burst, darksight, deflection, detect/conceal arcana, farsight, fly, light/obscure, smite, stun, telekinesis, telepathy.
ICONIC FRAMEWORK ABILITIES AND BONUSES
- Arcane Background (Psionics): A Zapper begins with three powers from the list above (one of which is usually telekinesis), 20 ISP, and a d8 Psionics skill.
- Broadcast: The hero can tap into radio and television broadcasts within one mile. Connecting to an encrypted transmission requires a Psionics roll at –2.
- Electrical Aura: At will, as an action (no roll required), a Zapper can surround himself with a field of electromagnetism, causing 3d6 damage to anyone who touches him (with a melee or touch attack, for example). He can add this damage to any Fighting attack he makes, as well. When the aura is activated, it provides +6 Armor to the Zapper (this stacks with the armor power, but not worn armor). Neither effect costs any ISP. However, if he spends 3 ISP when he activates his Electrical Aura, the damage becomes Mega Damage and the Armor gains the M.D.C. quality. Electrical Aura goes away whenever the Zapper is Incapacitated or is otherwise unconscious.
- Electrical Mastery: Over a Large Burst Template centered anywhere within 12”, the Zapper can create, control, and eliminate electricity and magnetic fields. He can create minor electrical and magnetic effects (or ground electricity) as a free action with no roll. As an action, he can create environmental effects that impose a −2 to Trait rolls (−4 with a raise). For any Trait rolls, use the Psionics skill. None of these effects cost ISP.
- EMP: Using a controlled burst of electro-magnetic energy a Zapper can shut down technological devices. As an action, she can target a device or vehicle within her Spirit range and make a Psionics roll to shut it down for three rounds, or a full minute with a raise. Simple items like firearms or communicators are rolled with no penalty. To affect advanced systems like a computer or a vehicle’s weapon system imposes a −2 modifier, while shutting down robot armor, a suit of power armor (including a Glitter Boy), or an entire vehicle requires a roll at −4. To affect a cyborg requires an opposed roll at −4 against the target’s Smarts. The target loses the use of his cybernetics for the duration. This Incapacitates a Combat Cyborg for that period of time.
- Lightning Bolt: The Zapper can hurl forth a lightning bolt of 4d6 Damage with a Range of 12/24/48. This costs no ISP and does Mega Damage. The Zapper may add +2 AP by spending 1 ISP per Lightning Bolt, or +4 AP for 2 ISP. Double the bonus for the same cost when on a ley line. Rolling a 1 on the Psionics die when using a lightning bolt does not result in Brainburn (per Savage Worlds).
- Major Psionics : Zappers begin with the Major Psionics Edge. When they take the Power Points Edge, they gain 10 ISP (instead of 5). They are able to spend 2 ISP for a +1 to Psionics rolls, and 4 ISP for a +2 (added before the roll). They can spend +1 ISP for Range × 2 for any ranged (not Self or Touch) powers, or +2 ISP for Range × 10. These last two effects are doubled when on a ley line.
- Stormwalker: The Zapper is completely impervious to all sources of electricity and magnetism; he could take a direct lightning strike and come out unscathed - this includes ion and stun weapons. Most other energy attacks do only half damage, including lasers, fire, and plasma attacks.
ICONIC FRAMEWORK COMPLICATIONS
- Cybernetics: Simply not a good option for a Zapper, as they interfere too much with his powers. If circumstances force a bionic addition, each point of Strain imposes a −1 penalty to the Psionics skill.
- Enemies: The Coalition considers Zappers a dire threat to their forces (being almost entirely a technological-based military), as well as (much like Dog Boys) to be proprietary to them, and thus they are to be destroyed on sight.
- Static Charge: Zappers always have a slight static charge. People who touch them might get a slight shock. Small metal objects and paperclips cling to them.
ICONIC FRAMEWORK STARTING GEAR
- NG-33 Laser Pistol.
- NG-S2 Survival Pack.
- 4d6 × 100 credits.
TO SURVIVE AND THRIVE - ICONIC FRAMEWORK
- Advice: Your hero is an electrical super-being; less variety of abilities, more raw power. Embrace that and run (or fly) with it.
- Advice: Don’t forget the Iconic Edges that greatly enhance his power.
- Advice: At the same time, don’t ignore his potential in other areas, including rescue and investigations (the latter if you take the Read the Current Edge).
ZAPPER ICONIC EDGES (re-trapped Burster Edges)
IMPROVED ELECTRICAL AURA
Requirements: Seasoned, Zapper
The Zapper’s Electrical Aura damage increases to 3d8, and he may choose to affect a Medium Burst Template centered on himself (everyone in the area takes damage at the end of the Zapper’s turn).
IMPROVED ELECTRICAL MASTERY
Requirements: Seasoned, Zapper
Many Zappers grow in their absolute control over electricity and magnetism, improving their natural Electrical Mastery in a number of ways. A Zapper with this Edge increases the Range of his Electrical Mastery to 24". Alternatively, he can center the effect on himself and affect a radius equal to 2 × his Spirit. All other effects remain the same.
IMPROVED LIGHTNING BOLT
Requirements: Novice, Zapper, Spirit d10+
For some Zappers, more destructive power is the summation of their true self. This Edge improves the Zapper’s Lightning Bolt damage to 6d6.
GREATER LIGHTNING BOLT
Requirements: Veteran, Improved Lightning Bolt
The next evolution of the Zapper’s raw attack force, this Edge brings the damage up to 6d8. It also enhances the Range categories to 15/30/60.
LIGHTNING BLAST
Requirements: Seasoned, Zapper
For a single ISP, the Zapper’s Lightning Bolt affects a Medium Burst Template. For two ISP, he can expand the radius to a Large Burst Template. Alternately, the Zapper can spend one ISP to use the Cone Template at no range (targets make an opposed Agility roll against Psionics to avoid the effect). Unless otherwise stated, enhancements from other Edges apply to this use of this Edge as well.
RAPID LIGHTNING BOLT
Requirements: Veteran, Zapper
The Zapper can use his Lightning Bolt power (along with any enhancements from other Edges) with a Rate of Fire of 3.
READ THE CURRENT
Requirements: Novice, Zapper, Notice d6
Zappers with this Edge can make a Notice check to read and understand storms, or a machine that is currently powered by electricity. With a success, she can tell when the storm started and direction of where it came from and is headed; alternatively, she can tell if a machine is currently powered and active and if so which direction the electricity powering it is coming from (if another power source other than electricity, the attempt fails). With a raise, she can sense what kind of being, if any, started the storm, as well as other interesting details the GM might be wish to share, such as the storm’s purpose, if any; alternatively, she can sense what the purpose of the machine being powered by electricity is, if it is connected to any other machines nearby and possibly more definitively where the power source for the machine is.