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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