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magic and fluids


steph

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Hello dear friends, 


 


A player in my fantasy campaign has the desire to make a mage who controls the fluids. It will use a multi -power 60 Pts . A mage with such power can obviously affect people . I have no problem imagining spells of healing he can do, but I wonder how make  a spell as dehydration or evaporation of water from the body. 


 


In short I would be curious and grateful to have examples of spells and what mechanics used for that kind of effect. 


 


Spells connected to all kind of fluids . 


 


thank you


 


Thank you very much in advance and excuse my english again.


hope one day hero games gonna translate the rules in french ;)


 


Steph


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An attack that messes up the target's brain chemistry?  Ego Attack (Mental Blast) with AVAD Con Roll and Disadvantage All or Nothing.  It would probably Do Body Damage as well as Stun and would target DCV rather than DMCV. Messing with the fluids in the target's inner ear could be a less lethal version of this that just causes Stun or possibly creates a Mental Entangle, (how can you move when you aren't sure which directions are which anymore?)

 

An Entangle which requires a considerable amount of liquid that is then condensed into watery shackles that have High Def.  Similar spells could create Barriers and even Resistant PD.

 

Water cannon attack.  An energy blast that targets PD and has increased Knockback/Knockdown. 

 

Fly (run) across a surface (liquid) would give you the classic walk on water power. 

 

For a really specific and annoying ability you could Dispel or Drain Swimming with a power that basically causes liquids to stop resisting the target so that they sink to the bottom of whatever pool, river or sea they are in and potentially drown.

 

Controlling liquids within a person's body would of course allow for all kinds of horribly inventive NND attacks.  The most vile I can think of would be forcibly extracting the liquid from the target's eyes; doing one point of NND Body Damage and Major Transforming them by giving them the Physical Complication 'Blind'.

 

Causing liquids in the ground and atmosphere to move, coalesce or vibrate could create various different Change Envrionment powers.  From creating a large patch of mud to summoning a mighty storm.

 

And if you allowed non-automaton characters to use this power, (which I personally do), they could grant themselves the power Does Not Bleed.  Because if you can control liquids then you certainly aren't going to let your own blood get away with trying to escape its cage.  The flipside to this would be a horrible Vampire the Masquerade Thaumaturgy style power where you do a powerful Killing Attack AVAD with the alternative defence being that the target must already be bleeding and the effect is you mentally/magically reach out and compel the target's blood to leave their body at a greatly increased rate.

 

This style of magic could be a real horrow show.  I don't think a Hero Power Build has made me wince so much since I read a write-up for Vitus's 'Detonate Scrotum' spell.

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Champions Powers have several water-based powers that could easily be converted into spells.  There are different forms Telekinesis (Water Only) powers, attacks, defenses, and so on.

 

These power are un the Champions book 6 edition ?

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Yes, they are part of the 6ed Champions line, but even if you are running 5ed, many of them would be conceptually backwards compatible.  If I had more time, I probably could just give you the list of the powers and their rough descriptions, but I should be doing my homework for college and not skulking around message boards.

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Champions Powers have several water-based powers that could easily be converted into spells.  There are different forms Telekinesis (Water Only) powers, attacks, defenses, and so on.

This kind of misleading. 

It is better to say there are existing powers that can be defined as water based effects.

There are no  water effects in hero. Just like there are no fire effects in hero. Doesn't mean they cannot be simulated.

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