Monday 27 February 2017

Hydrokinesis: A New Preternatural Ability for Haunts and Horrors

Hydrokinesis
(This preternatural ability first appeared in the H+H adventure “Suffer Little Children” and is reproduced here, from that adventure module).

Range;- Creature's WIP in Meters
Area of effect;- 1 individual or 1 litre of water per point of the creatures WIP
Duration;- 1 CR per point of the users WIP
Initiative penalty;- -5IL
Creatures with this ability have power over water, they can manipulate it in a variety of strange ways, or may even create it out of thin air.
There are several ways a creature can use this preternatural ability, such as;-

The creature may change the colour of water, even making it look like other fluids (such as wine, blood or milk, for example).
The creature may create water, up to 1 litre per point of the creatures WIP. This water is real in every way for as long as it lasts, but will only last for a period not exceeding 1cr per point of the creature's WIP. Strangely, however, if a living being drinks the water, the being will gain all the benefits form having done so, regardless of the fact that the water would have vanished in a few scant moments.


The creature can effect the taste of the water, making it taste salty, fresh, brackish, soapy or even making it taste of some other substance such as wine, blood or milk.


The creature may also change the temperature of the water by a few degrees (WIP ÷ 5 in degrees Celsius each round. This costs the creature 1 point of WIP – temporarily – per round it continues to alter the temperature). Once the creature stops actively altering the temperature, it will remain at that temperature until the duration of the preternatural power ends.
The creature can also use the power offensively to try and drown a character. When this is done, the character that is the victim of the attack suffers 1 round of drowning – as per the H+H rules.


Each round thereafter the victim may make a WIP save (Difficult the second and third rounds, standard on the fourth and fifth rounds and easy thereafter). If the character passes one of these saving throws the drowning attack ends immediately, each round they fail, they continue to suffer drowning effects. Whilst using the power in this offensive manner the creature is unable to do anything else without the Hydrokinesis use coming to an end.



The GM may come up with other creative uses of this ability, and should decide if they are possible.

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