TEXT: Naga
  By  Dale Amann
  Jaguar Warriors
  By Steven Markley
  Hopkins
  By Steven Lindsey
  Apocalypse Prevention, Inc.
  Demon Pack 01
  DGS
  Dynamic Gaming System
  
  Naga
  Origins
  The Naga homeworld, Darvish, is covered in wa-
  ter and dotted with thousands of islands and towering 
  citadels rising out of the sea to mark the Naga Kings’ 
  territory boundaries. They were once deeply moved by 
  the beauty of their world, urging them to create great 
  works of art and immense shrines to honor the spirits of 
  nature that soon dominated their myriad of islands. Their 
  technology never advanced past the Iron Age even 
  over thousands of years, but there was no need. They 
  had peace and were content with their existence, until a 
  single act destroyed it all. 
  The two most beautiful sisters were each married to 
  kings on opposite ends of their world, and their vanity 
  knew no bounds. Then they made a dangerous wager 
  with each other. Whichever sister could gather more 
  worshippers of her beauty in a year’s time would win 
  control over both kingdoms. Even though founded in 
  sibling rivalry, the bet started simply enough with each 
  queen touring the lands to let the people see their 
  choice. Soon, however, fighting broke out among their 
  followers and armies were soon seen conquering and 
  destroying villages in the name of the beauty of their 
  vain queens. The year ended with no clear winner and a 
  world up in smoke. Smaller kingdoms fought against the 
  queen’s armies to avoid being swallowed up, but to no 
  avail. Everyone in Darvish was soon affected. The War 
  of Vanity lasted a thousand years and notions such as 
  beauty, spirits, and love were forgotten completely by 
  the Naga in the end, only to be replaced by war, power, 
  and death. Citadels were turned into fortresses and 
  beautiful islands to battle grounds. The War of Vanity 
  and its roots were forgotten after a few centuries with 
  war being all later generations knew of life. 
  One enterprising ruler sent his best soldiers to the 
  bottom of the sunken ruins in search of underwater 
  caves that he hoped held riches, resources, or hid-
  den lore. These were never heard from again, as they 
  entered a portal that opened on a mountaintop in China, 
  near a Buddhist Monastery. Believing the Naga to be 
  celestial beings, the monks welcomed them warmly. 
  Confused by this strange world and with no known 
  way for their small numbers to return to Darvish, they 
  decided to stay at the Monastery instead of destroying 
  the monks. The Naga were instantly entranced with talk 
  of religion and deities, something so forgotten on their 
  world. They refused to believe that they were in any way 
  celestial or divine in nature, and instead took on roles of 
  guardians and protectors of the monasteries in the forest 
  and mountains that surrounded them.
  After generations, the Naga grew numerous and 
  began to spread their numbers to other Buddhist tem-
  ples and monasteries. They eventually found that there 
  were other religions, at first becoming quite confused 
  with conflicting beliefs that were also quite similar. This 
  began a religious quest for Naga throughout the follow-
  ing centuries as they traveled across the globe to learn 
  the tenants of every Earth religion. This quest soon led 
  their descendants to Shinto shrines in Japan, caves and 
  holy places in the Middle East, and churches of Catho-
  lics and Baptists. Spreading that quickly through the 
  world led them right into API’s sights, but they settled 
  down and became devote followers after finding the one 
  religion that matched their beliefs, so the company had 
  little issue with them. Earth Naga have become a deeply 
  religious people that dedicate their lives to their faith. 
  Lifestyle
  Naga flourished when they came to earth, laying 1-3 
  eggs after each mating summer season with hatch-
  ing in the fall. They raise their young in the shadows of 
  churches and other holy places, so they can listen to 
  the ministries that occur within, while they make sure 
  the churches come to no harm from the outside. The 
  quickest way to anger a Naga is to destroy or desecrate 
  a holy building or place. They pass martial arts to their 
  offspring as well, taught to them by the first monks they 
  encountered. 
  Though they are surrounded by Earth’s ever-expand-
  ing technology, Naga choose to live simply. They dis-
  dain the use of most technology, such as vehicles, cell 
  phones, and computers, as they do not see such things 
  as holy. Another reason is that their pursuit of spirituality 
  all but totally replaces any desire for money. They prefer 
  to work for the spiritual worth it gives them, spending 
  their time preaching to the youth of their community, 
  working with and protecting missionaries, and protect-
  ing their community from evil as dictated by their beliefs. 
  Other Names: Serpents, Snake Men, Darvish
  Stereotypes: Humble, Religious, Preachy
  
  With their reluctance to use technology, they keep in 
  contact with other Naga through old-fashioned letters. 
  Their fascination with human religion can also cause 
  trouble. It is very easy for young and impressionable 
  Naga to become religious fanatics and the ever growing 
  hotspots where religious wars are still waged have at-
  tracted many of them for centuries. They often take the 
  role of a front-line fighter in the conflicts to cleanse the 
  land of heathens, but supernatural intervention in human 
  conflicts also calls Apocalypse Prevention, Inc. 
  Magic was unknown to them on their home world and 
  many find it a frightening ordeal to learn, usually conflict-
  ing with their personal beliefs. This fear dwindles with 
  each generation and is currently at a healthy respect 
  for magic’s power. Those few Naga who have learned 
  magic find themselves at odds with Naga leaders, and 
  it is not unheard of for them to be assassinated by their 
  own if they are suspected of wielding the powers of an 
  adept.
  Appearance (Fear 15)
  Naga stand up to 5 ft. tall with the top half of their 
  body being humanoid and the bottom half that of a 
  snake. They have large scales on their chest and back, 
  smaller ones on their arms and tail, and very fine scales 
  around their joints for maximum flexibility. Though scale 
  coloration varies from Naga to Naga, greens and browns 
  are the most common. Their mouths are full of sharp 
  teeth, their eyes colored gold, and they have simple slits 
  to breathe through instead of a nose. Their tongue is 
  forked and is often seen when they speak, due to their 
  habit of slurring any “s” in a word. Much like cobras, 
  Naga have a hood that will open up during religious fer-
  vor or when angered. Their lifespan is roughly the same 
  as humans.
  Naga are carnivores, but will only eat animals that 
  do not hold spiritual importance to them. They prefer 
  to make their homes near areas with water, fish being 
  their preferred meat, and they often eat rodents to keep 
  diseases from spreading through their community. They 
  use self-made weaponry, like primitive bows, knives, 
  spears, and clubs crafted from wood, stone, bone, or 
  discarded materials like glass and thin metals. Naga 
  cloth themselves from charities and donation centers, of-
  ten wearing them thin until they are no longer patchable. 
  Recruitment
  Naga within Apocalypse Prevention, Inc. are often 
  not as religious as others of their race and find that they 
  must become rather open-minded very quickly to the 
  way the company does business. Almost all of Naga 
  magic adepts are found with API, where adepts and de-
  mons of all types are eager to bring another into the fold. 
  Their religious studies also are useful within API, helping 
  operatives to understand the area where they are enter-
  ing, why they might hide demon fugitives, and work well 
  as ambassadors to other cultures and religions.
  Gift - Religious Mind
  Naga all start off with a free Skill Specialty in Knowl-
  edge (Religion) due to their unique upbringing. They 
  also automatically have the Faith Passion, in addition to 
  the Passion they choose for themselves, because Re-
  ligion is so entwined with their upbringing. This means 
  they have two ways to gain extra XP. 
  Gift - Snake Strike
  As passed down from their parents, every Naga can 
  perform the Coil and Strike Hard Style Technique found 
  on page 43 of the API corebook. Even if they take no 
  Combat Skill levels, this technique is innate to their race. 
  Gift – Snake Body
  A Naga’s snake body gives them certain modifiers 
  unique to their race. It allows them to travel over water 
  and sand surfaces at double their Movement and pro-
  vides a +2 bonus to all Athletic (Climbing) checks. 
  Optional Gift – Bipedal (3 BP)
  (Speed 6, Stamina 2)
  The Naga morphs their snake-like lower body into two 
  legs or vice versa (both ways require Stamina expendi-
  ture). This ability is impossible as a child, but becomes 
  available when they reach maturity. This not only allows 
  Naga to mingle easier with humans with healthy use of 
  the Trench Coat rule.
  Drawback - Cold-Blooded
  Naga are unable to regulate their internal body 
  temperatures, so they often need to sun themselves or 
  be near a heat source throughout the day. This makes 
  them rather difficult to detect with thermal imagers, but 
  they receive double damage from cold sources and suf-
  fer a -2 penalty to all checks in temperatures lower than 
  30 degrees.
  Drawback – Cyber-Ban
  These demons are not necessarily scared of or 
  against cybernetics, but it goes against everything they 
  hold dear in their culture. Naga will not subject them-
  selves to cybernetic surgery no matter how modern or 
  open-minded they may seem.
  
  Jaguar Warriors
  Origins
  The jungles, cities and ruins of Central America hold 
  hidden horrors. The Jaguar Warriors, or Ixchel’aj (ish-shel-
  yah) once walked openly among Mayans, Aztecs and other 
  cultures of pre-Columbian times. They commanded rever-
  ence… and horrifying tithes of blood. The Ixchel'aj heavily 
  influenced Aztec warrior traditions, inspiring warriors to wear 
  cloaks of jaguar hides. They rushed heedlessly into battle 
  for honor and glory, and the most skilled and brutal soldiers 
  would often be reborn as Ixchel’aj after a vicious jaguar 
  attack, known as receiving the Mark. The occasional faithful 
  was also Marked, especially priests and priestesses that 
  performed human sacrifices to the gods (or demon masters, 
  depending on your perspective). Those that survived being 
  Marked would leave their human lives behind and flee into 
  the jungle to live as predators. Death was a far likelier fate, 
  however, and the best candidates to become such a demon 
  typically died in battle long before ever meeting an Ixchel'aj.
  Blood was central to the werejaguars. Bloody warfare at-
  tracted the interests of Ixchel’aj recruits, blood marked their 
  brutal induction into the race, and blood defined their lives 
  forever after. They hunted all manner of beast and demon, 
  but preferred man-flesh. They were said to claim the cor-
  rupt and the foolish, but many Jaguar Warriors simply killed 
  whomever they pleased. Those with aspirations founded 
  small cults, led warrior societies, or participated in terrible 
  priestly rites of human sacrifice. They never gathered in 
  great numbers, being territorial and prone to infighting, but 
  the Ixchel'aj were widespread and influential.
  Not even the great Jaguar Warriors were strong enough 
  to stop the arriving Conquistadors, especially since they did 
  not effectively fight together. They were hunted as monsters 
  by the horrified Spanish, who saw them as Devil-spawn. 
  The glory of the Ixchel'aj ended and the survivors scattered 
  to the jungles and temple ruins to dwell in the shadows.
  Ixchel’aj still stalk the unwary, though only as echoes of 
  the revered blood gods of nights long past. They remain 
  a deadly presence in Central and South America, proud 
  demons that carry divine wrath in their veins.
  Lifestyle
  A potential Ixchel'aj can come from any background, 
  but life changes dramatically after they receive the Mark. 
  After a near-fatal attack from a jaguar, the Marked begins to 
  experience nightmares, strange urges for blood, and violent 
  outbursts. They crave raw meat and become violently sick if 
  they eat anything else. Paranoia and rage force them to flee 
  cities and wander alone or take to the most forlorn urban 
  territories. Luckily for them, Marked are watched closely by 
  the Ixchel’aj that recruit them. They are inducted into their 
  new heritage before or shortly after their first change.
  Some people, especially those of strong religious convic-
  tions or the soft-hearted, do not embrace their new lives as 
  maneating cat-demons. Those that deny the realities of this 
  new existence are quickly killed, their hearts eaten by the 
  shamed werejaguars that Marked them. This is regarded 
  as a bad omen and show of poor judgment. Those that 
  make the adjustment successfully are given a crash course 
  in Ixchel’aj culture by their recruiter and become part of a 
  small circle of loosely-allied Jaguar Warriors. Then they are 
  left alone, typically claiming a small territory of their own 
  within their first year and defend it viciously.
  Ixchel'aj choose to Mark strong, competent people that 
  possess qualities befitting the werejaguars. In ages past 
  they were mostly male warriors, with a smattering of the 
  faithful. They are said to be demigods descended from the 
  Mayan jaguar goddess for which the race is named. Modern 
  werejaguars are more diverse. Few chosen to receive the 
  Mark are weak or timid, and none remain that way if they 
  plan on surviving the Mark or their chaotic future. Preferred 
  initiates are physically strong, can handle themselves in 
  a fight, and possess survival skills, social connections, or 
  some other quality that would benefit the race.
  Appearance (Fear 0/10)
  Werejaguars look like normal humans most of the time, 
  though are overwhelmingly of Central American or South 
  American extraction. They have a feral, dangerous aura 
  about them, with predatory eyes, numerous scars, and 
  a sense of power in their movements. They command at 
  least respect from others, and often fear. Their jaguar forms 
  are large and imposing, but mundane. Wise Jaguar War-
  riors avoid assuming jaguar form in cities unless absolutely 
  necessary, for obvious reasons. Jaguar Warriors have a 
  human lifespan, but invariably lead violent lives and so often 
  die young.
  Legal Status
  Ixchel’aj hunt people, either out of preference or from 
  hunger and lack of other options. Humans are the one prey 
  animal not in short supply, after all. This makes them threats 
  under API standards. Not all Jaguar Warriors are cannibals, 
  though. Some vent aggressions against their own or other 
  demons that harm humans. They supplement their diet from 
  butchers or by poaching cattle. Still, the race as a whole has 
  a well-deserved bad reputation, and API agents often carry 
  orders to kill on sight. 
  Unlike many other demon races, they can also “infect” 
  humans with their curse. Werejaguars do not take up the 
  self-policing banner of the Taylari and many don’t under-
  Other Names: Ixchel'aj, Jags, Blood Devils, Hellcats
  Stereotypes: Bloodthirsty, Animalistic, Infectious
  
  stand the difficulties associated with Marking, easily label-
  ing them as Illegal in most cases. They are major threats, 
  because many believe that they need only take a scratch 
  or bite of a human to pass their curse. Were this the case, 
  there would be legions of them, but API does not know this 
  fact.
  Fights favor the training and numbers of prepared API 
  groups, generally, as the antisocial werejaguars usually 
  hunt and fight alone. However, Ixchel’aj are not above 
  ambushes or tracking down agents individually to kill them. 
  Even so, relations between API and Jaguar Warriors are not 
  always hostile… just usually. Werejaguars have, on occa-
  sion, assisted agents with information or muscle, either as 
  mercenaries or when working toward a common goal. None 
  to date have expressed any desire to join the organiza-
  tion, and API has never extended one an invitation. This is 
  unlikely to change in the near future.
  Gift – Jaguar Form
  (Speed 5, Stamina 10)
  Jaguar Warriors take the form of a large, powerfully-
  muscled jaguar with a golden (or near-black) coat adorned 
  with black ringlets. Ixchel’aj assume the same appearance 
  every time they change, but every jaguar form is unique. 
  The Jaguar Warrior can take this form at will and retain it in-
  definitely, though blending in anywhere but a jungle environ-
  ment can be a problem. It provides the following bonuses: 
  l Combat Bonuses: +1 Action per Round, +2 bonus 
  to all combat rolls (including initiative), +2 Base damage 
  (+3 (L) to Bite and Claw Actions), and +6 Health. They can 
  employ Large Cat maneuvers.
  l Feline Grace: +4 bonus to the following checks: 
  Climbing, Intimidation, Jumping, Stealth and Survival. An 
  Ixchel’aj in this shape can jump twice the normal distance 
  and climb anything softer than stone at normal movement 
  (see pgs. 35). This form can also run quickly for short 
  bursts, providing a +5 Movement bonus.
  l Animal Form: They can’t speak or use items/tools.
  Gift – Half-Jaguar Form (Optional-3 BP, Fear 17)
  (Speed 5, Stamina 3 per round)
  This densely muscled form blends the power and advan-
  tages of the human and feline forms. The Warrior grows in 
  size and stands upright on their hind legs. The half-jaguar 
  shape possesses all the advantages of the jaguar form, 
  along with the ability to use weapons and tools and speak 
  haltingly. Jaguar Warriors can take this form at will and re-
  main in it until they fall asleep, knocked unconscious, or are 
  reduced to Stamina 0.
  Gift – Path of Blood
  As per Path Access Gift for the Path of Blood. Jaguar 
  Warriors possess a spiritual affinity for blood, thirsting for it 
  and retaining their ancestors’ magic. Blood and flesh are in-
  extricably linked for these hunters, meaning they must taste 
  the flesh and blood as Sacrifices of using this Path of Magic, 
  instead of just blood. It is unclear if Jaguar Warriors adapted 
  Taylari magic for their own use or if their arts evolved inde-
  pendently, but the jaguars use the language and trappings 
  of ancient Mesoamerica while the vampires' sorcery is more 
  universal.
  Gift – Marking
  Ixchel’aj can only increase their numbers through Mark-
  ing humans (only humans). Jaguar Warriors can produce 
  children through conventional (sexual) means, but they are 
  always normal humans. Marking involves biting and claw-
  ing the subject with the willful intent to create a new Jaguar 
  Warrior, so there are no accidental infections. The more se-
  vere the wounds, the likelier it is the Mark will “take.” Rela-
  tives of Ixchel’aj (for example, their children) have a slightly 
  better chance of surviving the Mark and adapting to their 
  new lives. Once successfully Marked, they become Jaguar 
  Warriors with the appropriate capabilities and qualities: 
  Gifts, the ability to shapeshift, etc. within 24 hours, but must 
  learn to access them. This learning process takes about a 
  month, though the learning curve is longer for some. 
  The werejaguar that grants this curse pays a heavy 
  price… they "lose the jaguar" temporarily and can no longer 
  shapeshift for a lunar month. During this time the Ixchel’aj is 
  little more than a human and is quite vulnerable to attacks 
  by enemies. If the Jaguar Warrior Marks an unwilling or 
  unsuitable victim, they lose the jaguar forever, until they 
  reclaim it by killing the failed recruit and devouring their 
  heart. A gruesome task and one made all the more difficult 
  since the Marking Jaguar Warrior no longer has her pow-
  ers. Jaguar Warriors do not Mark recklessly, and they make 
  damned certain their victims are worth the sacrifice before 
  they grant that blessing.
  Drawback – Bloodlust
  Ixchel’aj are creatures possessed by great hunger. An 
  active demon must eat a number of pounds of raw meat 
  per day equal to her VIG. One with an inactive lifestyle 
  (doesn’t shapeshift or hunt much) can subsist on half this 
  amount. Failure to eat the required amount of meat imposes 
  a cumulative -2 penalty to IQ and INS checks (maximum 
  penalty -10) and inflicts 5 (L) each day, as starvation rav-
  ages the monster’s body and mind. During this time Ixchel'aj 
  are even more prone to violent outbursts and uncontrollable 
  rages, and nearby human prey are in heat danger. Once the 
  Jaguar Warrior catches up on their diet, the penalties disap-
  pear and the damage is healed normally. Gorging on up to 
  five days’ of meat at a time is possible.
  A Jaguar Warrior that kills a human and devours the 
  heart can ignore their cravings for a lunar month. In this 
  light, the wicked predations of these legendary demons 
  make much more sense.
  Drawback – Obsidian
  Werejaguars suffer double damage from obsidian (volca-
  nic glass) and even a flake of it in their skin causes agony 
  and prevents them from shapeshifting or healing. This is 
  rarely a concern due to the scarcity of such weapons in the 
  modern age, and few know of this vulnerability. However, 
  a well-educated hunter that is able to craft obsidian blades, 
  spear points, or arrowheads has a stark advantage on an 
  unprepared Jaguar Warrior.
  
  Hopkins
  Other Names: Hoppers, Grays, Mutes
  Stereotypes: Quiet, Enigmas, Curious
  Origins
  The origin of the Hopkins is unknown. Even 
  amongst the Hopkins there is much debate on the 
  truth. The most common belief is that several millennia 
  ago, the Hopkins lived in a now lost dimension, feed-
  ing upon the energy given off by their solar systems 
  star. The Hopkins lived solitary existences with little 
  to no interaction between each other, the energies of 
  the star giving them all the sustenance they needed to 
  live. The entire surface of the dimension was covered 
  in Hopkins, living like humanoid plant-like parasites. 
  Then without warning their dimension destabilized. 
  The stars began to grow and spewed forth solar flare 
  after solar flare of pure energy that bombarded the de-
  mons, killing many of them. Others within their popula-
  tion had a separate and more enjoyable side-effect, 
  absorbing the mass amounts of energy that caused 
  them to slide between dimensions. Those Hopkins 
  that escaped death awoke in planes of existence 
  unknown to them, bouncing between worlds until they 
  ran out of energy. Some of them appeared on Earth. 
  First contact between Earth and Hopkins is often 
  debated and believed to be lost in history. Many new 
  files seem to pop up in API cabinets that were some-
  how overlooked in the past. However, due to the 
  unique situations Hopkins have appeared on Earth, 
  they have often been hard for API to contain or hide 
  from the public media. Apocalypse Prevention, Inc. 
  has yet to find a way to detect a Hopkin’s dimensional 
  slide, as it leaves no mystical vibrations to be traced 
  like other dimensional rifts. Their first sightings caused 
  stories of alien contact, like those in Roswell or the 
  Hopkinsville Goblin (the story that gave this curious 
  race their name).
  The first thing noticed when a Hopkin arrive on 
  Earth is that the energy of the sun gives good suste-
  nance, but doesn’t “taste” right. These different ener-
  gies given off by Earth’s sun instilled many Hopkins 
  with a new sense of wanderlust. Could this be why 
  humans are such an unstoppable and creative force?
   
  Lifestyle 
  For millennia Hopkins lived in a state much like 
  a flower. They rarely (if ever) moved except ebbing 
  along with their dimension’s small currents of energy 
  and survived on simple solar energy. Their society 
  was only as large as the Hopkins within line of sight. 
  Hopkins communicate through fluctuations in their bio-
  electric system, but on their home world this was used 
  only to convey base emotions and never developed 
  into a complex language.
  A Hopkin new to Earth is quick to notice Earth’s 
  many curiosities. The new energies of the world are 
  too enticing and interesting for a Hopkin to ignore. It 
  begins to travel and explore the new environment. 
  However, not understanding societies of other races 
  or society much in general, a Hopkin will often venture 
  amongst humans not expecting the responses they 
  get: often fear, anger and outright hostility. Emotions 
  are not yet intuitive to Hopkins and they usually com-
  pletely misunderstand even the simplest… happy and 
  sad.
  Hopkins who have come to Earth to stay, have 
  often fought off the sense of wanderlust enough to 
  stay in an area where they can survive off the natural 
  energies. Some are now learning the ways of Earth, 
  while others have been hiding on Earth for hundreds if 
  not thousands of years. However, their discovery often 
  leads to their sad death and tabloid magazine tales of 
  an alien encounter.
  Appearance (Fear 14)
  Hopkins look exactly like the “Grey” aliens of pop 
  culture and tabloid recognition, causing many first-
  timers to think they are visitors from space rather than 
  demons from another dimension. They are human-
  oid in appearance with over-sized heads and large 
  round black eyes, standing on average about 5 ft. tall. 
  Their physique lacks muscle and their skin ranges 
  from a light grey to a dark grey-green. Their arms are 
  the same length as their legs, giving them a “lanky” 
  appearance. For each day that a Hopkin does not 
  release their inner energy in an EMP pulse, they gain 
  a brighter aura around them. Hopkins do not use their 
  legs for locomotion, instead levitating a foot or two off 
  the ground at all times. Hopkins are asexual and have 
  no body hair, nose, mouth, or vocal chords of any 
  
  kind. Hopkins within the company are occasionally 
  mistaken for Changelings in their natural form, which 
  has led to rumors of possibly shared lineage. They 
  are thought to be immortal and there are no cases 
  of Hopkins breeding with each. Some demonologists 
  theorize that they can only be born in their homeworld, 
  probably birthed of energy itself. 
  Recruitment 
  Apocalypse Prevention, Inc. spent years trying to 
  communicate with a live Hopkin and finally achieved 
  that goal on August 21st of 1955. A young agent that 
  regularly investigated reports of paranormal activ-
  ity in a Kentucky API cell caught sight of an object in 
  the sky floating toward a farmhouse in the distance. 
  After several hours and calling in a backup team, API 
  was able to capture their first live Hopkin, much to the 
  Board of Directors’ pleasure. This captured Hopkin 
  was named One, as their kind seems to like the sound 
  of numbers as names. Other API Hopkins have con-
  tinued this tradition and also go by the numerical value 
  assigned to the order in which they were found by the 
  company.
  One still works with API today as a scientist deal-
  ing with bio-electromagnetism and other research into 
  connecting biology and energy. Using an EEG to rate 
  One’s energy output and American Sign Language, 
  communication was established quickly and dealings 
  have gone very smooth since. One has claimed that 
  he slid through a number of dimensions before ap-
  pearing on Earth, where the atmosphere and energy 
  fluctuations from the sun halted his dimensional shift-
  ing.
  Apocalypse Prevention, Inc. now has several 
  Hopkins working under their employment around the 
  globe, the latest being a kind-hearted Forty-Two. 
  Hopkins are quick to learn sign language and use it 
  to communicate with other races, since they do not 
  speak. API deems them especially useful in the study 
  of sciences, the Path of Portals, and their unique 
  EMP abilities. If given a mission in the field, Hopkins 
  often make use of Image Emitters (See page 53 of 
  API corebook), to hide their true appearance. They 
  are seldom assigned to squads with cyborgs, as their 
  very presence has proven capable of disabling their 
  implants and compromising their missions.
   
  Gift- Electromagnetic Pulse
  (Speed 6, Stamina 2/10, Damage Varies)
  Once per day a Hopkin naturally releases an EMP 
  pulse in a 20 foot radius as part of its digestive sys-
  tem. This pulse does an amount of EMP Damage 
  equal to 2 (L) +1 (L) per Stamina spent in the burst 
  past the base 2 points. If used more than once per 
  day, this base Stamina cost is raised to 10 points. This 
  damage is compared to the Durability of every elec-
  tronic item in the radius, even cybernetics. Everyday a 
  Hopkin goes without letting out an EMP pulse causes 
  them to gain a bright white or yellow aura around 
  them, giving them a -3 penalty to all Stealth checks 
  until they release the energy. The longer they go the 
  brighter the aura becomes. If a Hopkin goes a full 
  week without releasing energy, they gain the chance 
  of sliding to another random dimension. This is de-
  termined with a daily Moderate (20) check made with 
  1d20, plus a +1 bonus per day over a week that has 
  passed. Success means the Hopkin slides to a dimen-
  sion of the GM’s touch. If they are in physical contact 
  with another when this slide occurs, the target comes 
  along for the ride. After a Hopkin releases their EMP, 
  they also temporary lose their Levitation Gift for one 
  hour.
   
  Gift- Levitation
  They usually levitate instead of walking or running, 
  using the energy built up within them for locomotion. 
  They can hover at their normal Movement value, but 
  lose this ability for one hour after they release an EMP 
  burst. Due to their weak leg muscles, their Movement 
  is halved (rounded down) if walking or running. They 
  only have 25% of their Movement if they are swim-
  ming. 
   
  Drawback- Frail and Quiet
  Hopkins muscular systems are very underdevel-
  oped compared to most races. Therefore, they have 
  the Weak Attribute Drawback for POW. They also 
  suffer a -5 Health and Stamina penalty after calculat-
  ing their values during character creation. Hopkins 
  also have no vocal chords and cannot communicate 
  via spoken language, but they can understand any 
  language normally and use sign language.
   
  Drawback- Vulnerable to Energy
  While Hopkins sustain themselves on a steady diet 
  of energy, they cannot handle large directed amounts 
  or huge fluctuations in the normal environment. Blasts 
  of energy (i.e. microwaves, x-rays, magic, lasers, etc.) 
  inflict double damage and they suffer a -5 penalty to 
  checks against electrocution (page 77 of API core-
  book). At the GM’s discretion, they may also need 
  to make a Tough (30) VIG + Fortitude check to stay 
  conscious for large environmental changes such as 
  walking into a nuclear power plant facility.
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Apocalypse Prevention, Inc/Savage Worlds - Apocalypse Prevention, Inc. - Demon Pack 01.pdf