Designation: Green

[ Designations | Common Abilities | Developed Abilities ]

These psychics exhibited a startling array of powers over common water, greater than even the formidable powers known to exist among other psychics. They found they had the ability to not only cause water to churn, bubble, boil, freeze, and spout but could also sense it, breathe it, and use it to create fogs, downpours, and walls of water. Some D8-Greens even developed ways to steal it from the bodies of other creatures, or mold water into a substance as hard as steel. These people had the potential to become dangerous assassins - ones who could totally dehydrate a person with a few minutes and create killing weapons that could never be traced. A prospect that made some of the overseers recoil in disgust, and others dream of possibilities.

D8-Greens, in general, tend to be very easygoing and calm people.

Note: The creator isn't sure, but he believes that one gallon of water is equal to about four pounds in weight. Also, these powers require the GM to be extra creative and fair when a player wants to do multiple effects upon water simultaneously.



D8-Green Common Abilites:

Create Fog

Range: 60ft per level of experience.
Duration: 10 minutes per level of experience.
I.S.P.tm Cost: 6
Save Throw: None
Limitation: Normal psychics cannot select this power.

This ability allows the character to increase the moisture in the air and generate a dense fog. This can be used to create a fog that covers a 120ft radius +10ft per additional level of experience. Anyone caught in the fog is -4 on all combat rolls, has a 40% chance of tripping/falling per melee, and cannot see inside or outside of it. A wind of around 30mph intensity can dissapate the fog in half the normal duration.


Water Walking

Range: Self
Duration: 10 minutes per level of experience.
I.S.P.tm Cost: 5
Save Throw: None

The character can walk/run on water and carry a weight up to 10 times his M.E. without additional cost. Every extra 50 pounds, or fraction thereof, costs an extra 2 I.S.P.tm per ten minutes.


Sense Chemical Impurities

Range: Six inches from the hand or forehead of the character
Duration: Instant, one minute for detailed sensing.
I.S.P.tm Cost: 1
Save Throw: None

Merely by placing his hand within six inches of water will allow the character to immediately determine if the water (or any liquid) is pure and/or drinkable. If an impurity is sensed, the psychic can determine the general nature of the impurity at 50% +5% per level of experience. The impurity will be sensed as either a hazardous chemical, drug, or toxin, and the likely effects of drinking the water (diarrhea, vomiting, vertigo, death, etc.)


Freeze/Boil Water

Range: 18ft +2ft per each additional level of experience.
Duration: One minute
I.S.P.tm Cost: 2
Save Throw: None

At the cost of 2 I.S.P.tm, the character can alter the temperature of a gallon of water by 25 degrees Fahrenheit per melee, allowing him to either freeze or boil water within two melees and maintain this state at the cost of another 2 I.S.P.tm per minute. Multiple gallons can be affected at one time. A gallon of boiling water will cool down within a minute, while a gallon of frozen water would take a few hours to warm up to room temperature. This can affect liquid that is at least 75% water and visible to the psychic, so the character cannot make blood boil.


Sense Water

Range: 60ft per level of experience.
Duration: Instant
I.S.P.tm Cost: None
Save Throw: None

The character automatically senses water, no matter where it is. He can detect water inside pipes, sewers, opaque containers, glasses, ponds, streams, rivers, lakes, gulfs, oceans, etc.

Sensing underground water (dowsing) can be done but the water must be within 30ft per level of experience below the ground. It also requires 2 I.S.P.tm per minute of sensing, and has a base chance of success of 30% +5% per level (roll once per melee).


Breathe Water


Range: Self
Duration: Constant
I.S.P.tm Cost: None - automatic!
Save Throw: None
Limitation: Normal psychics cannot select this power.

The character can breathe water as easily and naturally as air! He needs no psychic energy to activate this power. Note that pollutants in the water will have the same effect as gases in the air - the psychic must save vs poisons/ toxins.


Other Psionic Powers:

The player may select a total of eight powers from the minor categories.


D8-Green Developed Abilites:

Choose two at level one, plus one more at levels four, eight, and twelve.

Create Water

Range: Varies
Duration: Varies
I.S.P.tm Cost: Varies
Save Throw: None
Limitation: Normal psychics cannot select this power. D8-Greens can select this power at level one.

The player can create a thin jet of water from his finger or forehead at the cost of 1 I.S.P.tm, akin to a squirt gun. This has a range of 12ft +2ft per additional level of experience. For 5 I.S.P.tm the character can psionically create one quart of water within half the above radius. A maximum of one quart per level can be created at one time.

Lastly, for 8 I.S.P.tm, the character can super- condense moisture in the air to create a downpour of water. This has a range of 120ft +10ft per level of experience, and can affect an area as small as 2ft or the entire scope of the power. If there is sufficient humidity, the character can cause the equivalent of 100 gallons of water per level to condense and rain down.

A maximum of 100 gallons can rain down in a melee, so creating 400 gallons of water would take one minute to come down in the form of rain. This last form of water creation takes four of the psychic's melee attacks. Needless to say, this ability is particularly devastating against vampires.


Extended Water Alteration

Range: 12ft plus 3 per level of experience.
Duration: One minute per level of experience.
I.S.P.tm Cost: 1 per 5 gallons.
Save Throw: None
Limitation: D8-Greens cannot select this power until level three. Normal psychics cannot select this power.

Cannot be selected until level four. This ability is part Hard Water, part Water Spout, and part Telekinesis. The D8-Green can mentally direct water to form barriers, tentacles, and other physical forms that can move about and affect the physical environment. The psychic has no sense of touch through the water, so he must be able to see it to act on/with it. He can perform simple tasks with the water, like lifting a latch, punching, or moving an object, but cannot perform skills with it. The psychic can also clean/scrub things or people with the water, and generate and contain a wall or field of fog/mist (costs just 1-3 I.S.P. and is effective only within the power's range)
Water armor can be created with this power, unlike Hard Water. It cannot be combined with any of the uses of the power listed above - this is all the character can focus on. The S.D.C.tm is based on the number of gallons used to make the armor, and it has an A.R. of 10 +1 per even numbered level of experience. Every 10 gallons of water beyond an initial 30 will reduce speed and the bonuses to strike, parry, and dodge by one but increases damage by +2. The strength in the water armor is equivalent to the value stated in the above list. The ability to breathe through the armor is automatic for the psychic only.


Hard Water

Range: 12ft +2 per additional level of experience.
Duration: Five minutes, plus one minute per level of experience.
I.S.P.tm Cost: 4 per gallon.
Save Throw: None
Limitation: D8-Greens cannot select this power until level two. Normal psychics cannot select this power.

A strange power to bond water molecules together into a form that can block bullets and puncture flesh. The amount of water can be split up to create several forms. The outer surface of a mass of water can be made solid (it will contain the water within it), allowing a psychic to actually create huge masses of relatively solid water. Objects must be created out of liquid water, and can range in feel from a little damp, to soft and spongy, to as solid and sharp as steel.

Two gallons can be affected at level one, plus one gallon of water per additional level of experience. Objects (or weapons) formed out of water will not break or bend unless that is part of its function. Extreme force can break it; this requires a P.S. of 24 or greater or a supernatural strength of 18 or more. Water weapons do normal damage against mortals and vampires alike, though they are considered equivalents of magical weapons. Waves/pillars/boulders of water will do damage equivalent to their mass if made solid (the psychic must be at least level five to do this). Water objects have an A.R. of 6 +1 per even numbered level of experience. The water objects can suffer 10 points of S.D.C.tm damage (+1 per additional level) per gallon before losing cohesion and returning to liquid form. 2 I.S.P.tm will restore one gallon to top strength. Note that the psychic can make shields and protective vests out of water, not full suits of armor.

Special: For a permanent reduction in I.S.P.tm, the character can use this ability at will. For -6 I.S.P.tm, the character can affect one gallon without I.S.P.tm drain. Up to three gallons can be bought this way. Additional water costs I.S.P.tm are as stated in the paragraph above.


Hydroblade

Cannot be chosen until level three. Basically, this power is the same as the super psionic ability of Psi-Sword. Water in the atmosphere and/or from the character's own body is used to create a plane of solid (not frozen!) water. The waver only needs to spend 20 I.S.P.tm to create a Hydroblade. The appearance of the blade must be selected at the time the ability is acquired - unlike the Psi-Sword, the Hydroblade's appearance cannot be dynamically changed. Normal psychics cannot select this power.


Purify Water

Range: 12 feet
Duration: One melee of meditation
I.S.P.tm Cost: Varies
Save Throw: None

The character can destroy most any impurities in water. The I.S.P.tm cost listed is per gallon, and multiple gallons can be affected. Unhealthy or slightly debilitating additives can be eliminated for 3 I.S.P.tm, serious chemicals and toxins can be removed for 6 I.S.P.tm, while deadly and magic pollutants require 10 I.S.P.tm or more.


Vaporize

Range: 30ft +6 feet per additional level of experience.
Duration: Instant
Length of Trance: Two melee attacks
I.S.P.tm Cost: 5 per gallon
Save Throw: Standard, -with a 2 penalty.
Limitation: D8-Greens cannot select this power until level three. Normal psychics cannot select this power.

Cannot be chosen until level three, because of the mental discipline needed to pull the water from living flesh. The affected water is transformed into a gaseous state that will (depending on the atmosphere) quickly dissapate. Each gallon evaporated from a water being/elemental will cause 3d6 points of damage (no dodge, no parry, just get out of range).
Against living flesh creatures it is more a matter of concentration than the avaliability of water. Each attack with Vaporize on a living creature costs 15 I.S.P.tm, causes 1d4+2 damage directly to hit points, and has a limited range of 12ft. The skin will become dry, leathery, and more vulnerable to damage after a few attacks with this power (takes an additional 20% damage from all attacks, round up). It also becomes painful to move, so decrease combat bonuses by -2 and skill performance by -10%. If a person is brought into a coma with this power, they are -20% to save vs coma/death. To return to normal health the victim will need medical attention, and will have to drink lots of water and take lukewarm baths. The penalties will remain for one day per two attacks of Vaporize.


Water Spout

Range: Varies
Duration: Instant, can be maintained
I.S.P.tm Cost: Varies
Save Throw: None
Limitation: Normal psychics cannot select this power until level three, and must have Hydrokinesis. D8-Greens can select this power at level one.

The character can create an instantaneous water spout at the cost of 2 I.S.P.tm with a range of 30ft +6ft per additional level of experience, and he has a +3 bonus to strike with it. As long as the liquid is 75% water or more he can affect it. A small spout of water can be hurled into someone's face and/or eyes by doing a called shot with a -6 penalty. This will make the victim momentarily blind, and they lose initiative and one attack. Hurling boiling water onto some part of the body has the same effect, but doing the same thing to a person's face is particularly painful. The victim takes 2d4 S.D.C.tm damage, loses initiative and all attacks for 1d6 melees, and is blinded for 3d6 melees (-10 on all combat rolls).

A larger water spout can be generated at the cost of 4 I.S.P.tm per melee, up to a height of 10ft per level of the psychic and within a range of 50ft +10ft per level, affect a maximum area of 6ft, and lift 250lbs of weight per level of the psychic. Persons held aloft in the water flow suffer a -5 on all combat rolls and have no initiative, except the psychic, who can stand and move atop such a pillar of water without penalty.