Wyrm Ouroboros
Jun 11th, '03, 10:24 PM
Well, if all you want to do is boost her current abilities -- not tack on adders or enable her to do new things -- then why don't you just go with a Succor?
Elemental Power
Succor, 1 (or 2) d6, to All Water-Related Characteristics/Powers (+2), 0 END (+½), Persistent (+½), Inherent (+¼) [21/42 Actives]; Must be Immersed in Body of Water of Appropriate Size (Variable)
Then limit that per body-of-water size, thus:
Fire Hydrant(s): -¼: 17/34 Pts
Pond/Fountain: -½: 14/28 Pts
Lesser River: -¾: 12/24 Pts
Major River, Lake: -1: 11/21 Pts
Harbor/Bay: -1¼: 9/19 Pts
Sea (Mediterranean, Bay of Fundy, any Great Lake): -1½: 8/17 Pts
Deep Ocean: -2: 7/14 Pts.
Your totals would be 7 (or 14) d6 of Succor, at a cost of 78/ 157 Points: but in deep water, the character would gain 42/84 Active Points in but a few moments' time.
This looks like a major power to me, so I agree with the major cost; theoretically, you could stick 'Self Only (-¼)' on them, which would lower the point totals to 68 and 137 points, respectively, meaning that they'd average 1 extra AP on all their powers per 1.6 CP spent here. Theoretically, you might also be able to tack on 'Always On', but that isn't really a limitation, ergo it ain't worth nothin'. This power, see, you drop her into the water, and it happens.
Also, if you want to get more of a delay on the power, instead of buying dice at the higher end, just increase the maximum effect -- 2 points per 1 AP. You might thus stop the dice at River (3/6 dice), and afterwards just add on 10 or 20 to the maximum at every level, which would put her at ... (add add add) a maximum of 58/116 additional Actives in every characteristic/power if she's been tumbled into an ocean. Bad News for Supervillians.
The only 'problem' with this is that if she's taken from her power source (i.e. knocked out of the water), she loses all of the boost immediately. You can always change this to Aid instead, tack on a Limitation of 'All Points Lost After One Turn', which might be worth a -½ Limitation ...
But think of it: this means points to all characteristics and powers -- Strength, Constitution, Body (most likely), Healing (if the character bought Regeneration: Only In Water), EBs, TK, Defenses (at half, of course), END, STUN ...
This is a very dangerous character.
I like her.
I think I'll use her as a villian. Heh heh heh.
---------------------------
[Added] Built my little water-elemental, with a 'These are the water-powers' block for easy manipulation. Um ... you don't want to piss her off in mid-ocean. Using the 'increased maximum', you're looking at someone with: STR 136, CON 73, BODY 73, 105 REC, 400 END, 300 STUN, a 25½d6 EB, 77 STR TK, 65" Swimming (x8k NonCombat), Regenerates 9 Body per Turn (and comes back from the dead), and has defenses of 27/15 PD/ED plus 22/20 rPD/rED (1/2 vs. Fire).
I think she'll be an ecoterrorist; the best ones like this always are, right? Right?? :D
Wyrm Ouroboros
Jun 12th, '03, 11:41 PM
That was (roughly) 275 points worth of characteristics and powers; I am almost tempted to add Presence and/or Growth as water-based powers; the bigger the drink, the bigger the form, the more, errm, stunning (yes, that's it, stunning) she is. Reminds me of the 'Firestorm' comic where four of the DC Elementals -- Red Tornado, Swamp Thing, Firestorm, and I can't remember the water elemental's name -- showed up to attack a minor Japanese city. They were vast...
Anyhow. Yes, that's the girl. Eyeballing Aid, though, it might be better to get 1d6 Aid, +10 Maximum Points per level, then give a Limitation of 'All AID Points Lost After 1 Turn Out of Appropriate Water Size (-½)'. I say only -½ because it isn't TOO much of a problem, especially if this is 'Fathom, Avatar of Water' -- she isn't ever going to go very far from major amounts of water, i.e. the Mojave Desert is going to be a real rare place to find her. So instead of 126 added points, it's 'only' 122.
I replaced Strength with Growth (at 0 END), all things considered; still not certain about the PRE. That lowers her STR to 90, or 70 if we set the Growth at Persistent; I don't see why it'd have to be. I think I prefer the larger Growth, putting her at 80m tall, a true colossus; come to think of it, there should be a Side Effect with that. 'Side Effect, Area Swamped with Water: 1d6 EB, 0 END (+½), Explosion (+½), Double Knockback (+¾), Continuous (+1) per 2 levels of Growth, Major Effect, Affects only surroundings on the ground, Always Occurs when using Growth: -1½'. At least I think it'd be -1½.
At the maximum (16 Levels) it'd be an 8d6 constant 'water burst' flowing down and around/away from her, double knockback and everything. Bad, bad Fathom, wading through the city streets, washing cars and sh!t away. Granted, this would ALMOST act like a Damage Shield against anyone who wasn't above the surface of where she was walking, i.e. in a building or flying. On the other hand, this is usually going to not matter, since almost as soon as she comes out of the water, she loses the additional power. As a consequence, I think I'd keep this at the -¾ level, then increase it to the full -1½ if/when she ever buys off the 'Aid Points Completely Lost After 1 Turn'.
Wyrm Ouroboros
Jun 13th, '03, 08:55 PM
Well, yes, actually, she IS a relative pushover. Standing in the middle of dry land nowhere, she has 10 Strength, 15 Con/Body, 50 END, 38 STUN. 2d6 EB, 4/3 Armor, 0 STR TK (limited to things containing/supported by water, or water itself), but 2 levels of Growth (so she COULD have a 20 Str). I'd recommend some basic martial arts, just so she can defend herself -- Block, Disarm, Dodge, and Throw. However, she gains a swift 16 Actives (more-or-less doubling her abilities) if she pops open a fire hydrant and stands in the shower; if she popped open several in the same area, I'd give her the next step up, ergo another 16 Actives.
So yes, she's a pushover until/unless she gains access to water. Of course, that's pretty much what you're looking at, here, right? "Hi. I'm Water Maid. Guess what I do?"
Oh yes, I also gave her a 23 Dex and a 6 SPD; water is deceptively swift, and amazingly, err, agile...
Wyrm Ouroboros
Jun 27th, '03, 03:51 AM
Okay, so I don't have HeroBuilder or whatever for FREd. I do, however, have a quick and steady (yeah, right) hand; this version is a 406-point NPC to be used in my dark-nasty campaign.
Fathom
10/20 STR 0
23 DEX 39
10/15 CON 0
10/17 BODY 0
17 INT 7
22 EGO 24
10/15 PRE 0
18 COM 4
2 PD 0
2/3 ED 0
6 SPD 27
4/10 REC 0
20/50 END 0
20/40 STUN 0
Characteristics Cost: 101
5 EC (Water) (5)
5a) +5 CON (Water)
5b) +5 BODY (Water)
5c) +5 PRE, Persistent (+1/2), Uncontrolled (+1/2), Cancel: Equal
PRE/EGO (Always On)
5d) +5 REC (Water)
5e) +20 END (Water)
5f) +10 STUN (Water)
26g) PKG (Mutant Powers), "Resurrection/Regeneration", Extra Time
(-1), time: 1 turn, Self Only (-1/2), 0 END Persistent (+1),
Healing (Regeneration, 1 BODY) (Mutant Powers), Healing
(Resurrection) (Mutant Powers), Healing (Limbs) (Mutant
Powers)
5h) +5" Swimming (Water), x4 Non-Combat 1
2i) 5" Flight (Water), Only Above Water (-1/2), Max Height = Max
Speed - Actual Speed (-1) 1
3j) 4/3 Armor (Water), 1/2 Effect vs. Fire (-1/2)
7k) 1 1/2D6 EB (Water), Double Knockback (+3/4) 1
3l) 0 STR TK (Water), fine manipulation, Must Contain/Be Supported
By Water (Limited Height) (-1/2) 1
6m) 2 LVLS Growth (stats already included), Side F/X (-3/4), 0 END
(+1/2): 3.2m, 400kg, -1 DCV, -2 KB 0
0 PKG (Water), "Side Effect (Per 2 Lvls of Growth)"
(19) 1D6 EB (Water), Always Occurs (0), Only vs. Ground Targets (0), 0
END (+1/2), Explosion (+1/2), Double Knockback (+3/4), Continuous
(+1) 0
115 PKG
(17) EC (Water) (8), Body of Water: Hose/Hydrant (-1/4), Self Only
(-1/4), All Points Lost after 1 Turn Out of Water (-1/2), vs.
SF/X, All Powers (+2), 0 END Persistent (+1), Inherent (+1/4)
(17a)) Aid, 1d6, +12 Maximum (18)
(15b)) Aid, 1d6, +12 Maximum (36), Body of Water: Fountain/Pool
(-1/4)
(14c)) Aid, 1d6, +12 Maximum (54), Body of Water: Lesser River (-1/2)
(12d)) Aid, 1d6, +12 Maximum (72), Body of Water: Major River/Lake
(-3/4)
(11e)) Aid, 1d6, +12 Maximum (90), Body of Water: Harbor/Bay (-1)
(10f)) Aid, 1d6, +12 Maximum (108), Body of Water: Lesser Sea/Great
Lake (-1 1/4)
(10g)) Aid, 1d6, +12 Maximum (126), Body of Water: Major Sea/Gulf (-1
1/2)
(9h)) Aid, 1d6, +12 Maximum (144), Body of Water: Ocean (-1 3/4)
4 Martial Block
4 Martial Disarm
3 Martial Grab
3 Martial Throw
3 Acrobatics 14-
3 Breakfall 14-
3 Bureaucratics 12-
3 Contortionist 14-
3 Deduction 12-
1 Demolitions 8-
0 Lang: English, native
4 Lang: Japanese, native accent
3 Lang: Russian, fluent w/accent
3 Lip Reading 11-
2 Navigation 11-, Only In Water (-1/2)
3 Oratory 12-
3 Paramedic 12-
3 Persuasion 12-
2 Shadowing 11-, Only In Water (-1/2)
3 Stealth 14-
1 Tactics 8-
2 Tracking 12-, Only In Water (-1/2)
3 Scholar
2 KS: Other 12-, (INT based)
2 KS: Other 12-, (INT based)
2 KS: Other 12-, (INT based)
2 KS: Other 12-, (INT based)
2 KS: Other 12-, (INT based)
3 Traveler
2 AK: Other 12-, (INT based)
2 AK: Other 12-, (INT based)
2 AK: Other 12-, (INT based)
1 AK: Other 11-
11 PKG (Water), "Life Support: Water Elemental"
(5) Breathe Water (Water)
(1) High Pressure (Water)
(2) Intense Cold (Water)
(1) Immunity: Poisons (Water), Not Yet Active (-10)
(1) Immunity: Diseases (Water), Not Yet Active (-10)
(1) Immortal (Does Not Age) (Water), Not Yet Active (-10)
3 Double Jointed
2 Bump Of Direction, Only Over Water (-1/2)
2 Absolute Time Sense, Only In Water (-1/2)
3 Simulate Death
Powers Cost: 305
Total Cost: 406
Base Points: 200
15 Accidental Chg, "Takes Body Damage", common, occur 11-
10 Enraged, "Witnesses Watercourse Polluted", uncommon, occur 14-,
recover 11-
15 Distinctive, "'Liquid'-Looking", concealable, major
10 Watched, "NS-PAR", as powerful, non-combat influence, harsh,
appear 11-
20 Hunted, "Whaling Industry", less powerful, non-combat
influence, harsh, appear 14-
20 Hunted, "Oil Companies", as powerful, non-combat influence,
harsh, appear 11-
25 Psych Lim, "Protective of Aquasphere", very common, total
15 Psych Lim, "Casual Killer", common, strong
15 Psych Lim, "Call to Power", common, strong
15 Vuln, "Fire", very common, x1 1/2 stun
15 Vuln, "Fire", very common, x1 1/2 stun
Disadvantages Total: 175
Experience Spent: 31
Total Points: 406
A few notes:
She doesn't have KS's yet. These should be appropriate 'hydro-sphere biologist' knowledge skills; perhaps she was an oceanographer before she 'transformed', or an eco-activist -- or both.
She doesn't have her AKs defined, either. Going by her languages, she should be a PacRim girl, Tokyo, Japan, Kamkatchka Peninsula, The Alaskan-Canadian Intracoastal Waterway, that sort of thing.
Her Presence is 'Uncontrolled', by which I mean that it is always in effect -- people twitch just looking at her. Being in her presence for a long period of time may inure you to her 'aura', but for the most part, that's only going to be a 'constant' base 1d6 PRE Attack.
Yes, some of her abilities are 'In/On/Under Water Only'. So what? Makes sense to me.
She doesn't have those immunities 'yet' -- but they're all logical parts of the 'water elemental' package, so they're there for now, sort of the '1 point for a talent'.
NS-PAR was suggested from somewhere else as being the paranormal-watch people; she'd undoubtedly be watched/hunted by the government.
Yes, she's a little underpowered As Is; 20 Strength, but a good Dex and SPD. Her first moves are most likely to be opening up the nearest fire hydrant or splashing into the nearest pool. Please note that 'Flight' is only Above Water -- she 'flies' by means of a waterspout or whatever you want to call it -- a reverse whirlpool?
Also, here are three 'versions' of Fathom -- the 'fire hydrant' girl, the 'multiple hydrants/pond' girl, and the 'oh-my-god-protect-me' Vengeful Goddess Of The Ocean.
Note that her PRE-based skills -- bureaucratics and the like -- can rise to Very Impressive Levels when she's in full-bore water form. (Hey, you going to tell the 250m 200kt living-water woman that hey, sorry, but red tape's red tape??)
Fathom (1 Level of Enhancement)
10/30 STR 0
23 DEX 39
10/24 CON 0
10/28 BODY 0
17 INT 7
22 EGO 24
10/24 PRE 0
18 COM 4
2 PD 0
2/5 ED 0
6 SPD 27
4/21 REC 0
20/104 END 0
20/73 STUN 0
Characteristics Cost: 101
14 EC (Water) (14), "Fire Hydrant"
14a) +14 CON (Water)
14b) +14 BODY (Water)
14c) +14 PRE, Persistent (+1/2), Uncontrolled (+1/2), Cancel: Equal
PRE/EGO (Always On)
14d) +14 REC (Water)
14e) +56 END (Water)
14f) +28 STUN (Water)
30g) PKG (Mutant Powers), "Resurrection/Regeneration", Extra Time
(-1), time: 1 turn, Self Only (-1/2), 0 END Persistent (+1),
Healing (Regeneration, 2 BODY) (Mutant Powers), Healing
(Resurrection) (Mutant Powers), Healing (Limbs) (Mutant
Powers)
14h) 15" Swimming (Water), x16 Non-Combat 3
6i) 14" Flight (Water), Only Above Water (-1/2), Max Height = Max
Speed - Actual Speed (-1) 3
9j) 7/6 Armor (Water), 1/2 Effect vs. Fire (-1/2)
14k) 3D6 EB (Water), Double Knockback (+3/4) 3
9l) 12 STR TK (Water), fine manipulation, Must Contain/Be
Supported By Water (Limited Height) (-1/2) 3
9m) 4 LVLS Growth (stats already included), Side F/X (-3/4), 0 END
(+1/2): 5m, 1.6 tons, -2 DCV, -4 KB 0
0 PKG (Water), "Side Effect (Per 2 Lvls of Growth)"
(37) 2D6 EB (Water), Always Occurs (0), Only vs. Ground Targets (0), 0
END (+1/2), Explosion (+1/2), Double Knockback (+3/4), Continuous
(+1) 0
Fathom (2 Levels of Enhancement)
10/40 STR 0
23 DEX 39
10/33 CON 0
10/39 BODY 0
17 INT 7
22 EGO 24
10/33 PRE 0
18 COM 4
2 PD 0
2/7 ED 0
6 SPD 27
4/32 REC 0
20/158 END 0
20/107 STUN 0
Characteristics Cost: 101
23 EC (Water) (23), "Fountain/Pond/3+ Fire Hydrants"
23a) +23 CON (Water)
23b) +23 BODY (Water)
23c) +23 PRE, Persistent (+1/2), Uncontrolled (+1/2), Cancel: Equal
PRE/EGO (Always On)
23d) +23 REC (Water)
23e) +92 END (Water)
23f) +46 STUN (Water)
35g) PKG (Mutant Powers), "Resurrection/Regeneration", Extra Time
(-1), time: 1 turn, Self Only (-1/2), 0 END Persistent (+1),
Healing (Regeneration, 3 BODY) (Mutant Powers), Healing
(Resurrection) (Mutant Powers), Healing (Limbs) (Mutant
Powers)
23h) 28" Swimming (Water), x32 Non-Combat 6
9i) 23" Flight (Water), Only Above Water (-1/2), Max Height = Max
Speed - Actual Speed (-1) 5
15j) 10/9 Armor (Water), 1/2 Effect vs. Fire (-1/2)
24k) 5 1/2D6 EB (Water), Double Knockback (+3/4) 5
15l) 24 STR TK (Water), fine manipulation, Must Contain/Be
Supported By Water (Limited Height) (-1/2) 5
13m) 6 LVLS Growth (stats already included), Side F/X (-3/4), 0 END
(+1/2): 8m, 6.4 tons, -4 DCV, -6 KB 0
0 PKG (Water), "Side Effect (Growth)"
(19) 3D6 EB (Water), Always Occurs (0), Only vs. Ground Targets (0), 0
END (+1/2), Explosion (+1/2), Double Knockback (+3/4), Continuous
(+1) 0
Fathom (8 Levels of Enhancement)
10/115 STR 0
23 DEX 39
10/87 CON 0
10/108 BODY 0
17 INT 7
22 EGO 24
10/87 PRE 0
18 COM 4
2 PD 0
2/17 ED 0
6 SPD 27
4/96 REC 0
20/482 END 0
20/311 STUN 0
Characteristics Cost: 101
77 EC (Water) (77), "The Ocean"
77a) +77 CON (Water)
77b) +77 BODY (Water)
77c) +77 PRE, Persistent (+1/2), Uncontrolled (+1/2), Cancel: Equal
PRE/EGO (Always On)
77d) +77 REC (Water)
77e) +308 END (Water)
77f) +154 STUN (Water)
53g) PKG (Mutant Powers), "Resurrection/Regeneration", Extra Time
(-1), time: 1 turn, Self Only (-1/2), 0 END Persistent (+1),
Healing (Regeneration, 8 BODY) (Mutant Powers), Healing
(Resurrection) (Mutant Powers), Healing (Limbs) (Mutant
Powers)
77h) 79" Swimming (Water), x64K Non-Combat 16
31i) 77" Flight (Water), Only Above Water (-1/2), Max Height = Max
Speed - Actual Speed (-1) 15
51j) 29/26 Armor (Water), 1/2 Effect vs. Fire (-1/2)
77k) 17 1/2D6 EB (Water), Double Knockback (+3/4) 15
51l) 96 STR TK (Water), fine manipulation, Must Contain/Be
Supported By Water (Limited Height) (-1/2) 15
46m) 21 LVLS Growth (stats already included), Side F/X (-3/4), 0
END (+1/2): 250m, 200kt, -14 DCV, -21" KB 0
0 PKG (Water), "Side Effect (Growth)"
(19) 10½D6 EB (Water), Always Occurs (0), Only vs. Ground Targets (0), 0
END (+1/2), Explosion (+1/2), Double Knockback (+3/4), Continuous
(+1) 0
At this point she can lift battleships and aircraft carriers in one arm -- and is big enough to look like she's carrying it as a toy. 250m -- 812' 6" -- that's 80-90 stories tall !!
Of course, with that full-bore regeneration/limbs/resurrection -- the 'stopping' of which would be either to seal her body in a waterproof container or to destroy her completely by way of fire/flame/heat -- even killing her is going to be very, very tough. Heck, even a tac nuke (depending on how you run it, and if she sees it coming soon enough to dive) might not kill her...
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