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)
- Sharp forms can be created only if the Hard Water ability is also posessed.
- Each action of directing the water counts as one of the psychic's.
- The water form has an equivalent strength equal to the M.E. of the
psychic +1 per even numbered level of experience.
- As with Hard Water, the 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.
- If applied in water, the character can propel himself along at a speed
equal to his level times his M.E. This costs 2 I.S.P. per 10 minutes, and
also confers a bonus of +3 to dodge in water. Not suitable for combat in
the water.
- During combat, the character can gain an extra speed advantage for
5 I.S.P.tm per melee. The character gains a +1 on initiative, +2 to strike,
and +3 to parry and dodge in/on the water.
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.