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Hydroforce


Doc Samson
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Hi all. I got the idea for this character today while surfing during lunch. The concept was spawned from trying to make up a character with moon powers and I ended up with a psychologist (full moons and what not) who can change into various water forms (the moon controls the tides and stuff). Maybe after I tidy it up a bit I'll try to find a game for it.

 

Hydroforce (aka Moonchild)

Arlen Calder

 

CHARACTERISTICS

Val Char Points Roll Notes

20/60 STR 10 13- / 21- HTH Damage 4d6/12d6 END [2]

18 DEX 16 13-

21/30 CON 11 13- / 15-

18 INT 8 13- PER Roll 13-

20 EGO 10 13-

20 PRE 10 13- PRE Attack: 4d6

8 OCV 25

8 DCV 25

3 OMCV 0

7 DMCV 12

5 SPD 30 Phases: 3, 5, 8, 10, 12

10/33 PD 8 10/33 PD (0/15 rPD)

10/33 ED 8 10/33 ED (0/15 rED)

10 REC 6

50 END 6

10 BODY 0

50 STUN 15

Run 12m/15m,[24m/30m NC]

Swim 4m[8m NC]

H. Leap 4m/25m

V. Leap 2m/12 1/2m

Flight 15m[120m NC]

200 Total Characteristics Points

 

SKILLS

Cost Name

Psychology Training

3 1) Charm 13-

3 2) Criminology 13-

3 3) Interrogation 13-

3 4) Oratory 13-

3 5) Persuasion 13-

3 6) Science Skill: Psychology 13-

3 7) +1 with any three pre-defined Skills (Criminology, PER, and SS: Psychology)

10 Unarmed Combat: +2 with a large group of attacks

31 Total Skills Cost

 

PERKS

Cost Name

1 Superhero Psychologist: Positive Reputation (A medium-sized group (a city)) 11-, +1/+1d6

1 Total Perks Cost

 

TALENTS

Cost Name

1 Stubborn: Resistance (+1 to roll)

3 Impressive: +1/+1d6 Striking Appearance (vs. all characters)

3 Aquatic Movement: Environmental Movement (no penalties while in water) (4 Active Points); Limited Power Power loses about a third of its effectiveness (Only in Water Form; -1/2)

1 Icewalking: Environmental Movement (no penalties on slippery surfaces) (2 Active Points); Limited Power Power loses about a third of its effectiveness (Only in Ice Form; -1/2)

8 Total Talents Cost

 

POWERS

Cost Power END

121 Water Forms: Multipower, 121-point reserve (Note: these are compound powers where the secondary powers are linked to a primary power per the rules for having multiple powers together in a single MP slot)

 

9f 1) Ice Form: (Total: 120 Active Cost, 86 Real Cost) Density Increase (29,200 kg mass, +40 STR, +8 PD/ED, -16m KB), Costs Endurance Only To Activate (+1/4), Persistent (+1/4) (48 Active Points); Perceivable (-1/4) (Real Cost: 38)+9 CON (9 Active Points); Linked (Density Increase; -1/2) (Real Cost: 6)Resistant Protection (15 PD/15 ED) (45 Active Points); Linked (Density Increase; -1/2) (Real Cost: 30)Running +3m (12m/15m total) (3 Active Points); Linked (Density Increase; -1/2) (Real Cost: 2)Clinging (normal STR), Area of Effect (Surface - Damage Shield) (+1/2) (15 Active Points); Linked (Density Increase; -1/2) (Real Cost: 10) 5

 

9f 2) Water Form: (Total: 121 Active Cost, 86 Real Cost) Shape Shift (Water) (Touch Group) (Real Cost: 5)Hand-To-Hand Attack +6d6 (30 Active Points); Hand-To-Hand Attack (-1/4), Linked (Shape Shift (Water); -1/4) (Real Cost: 20)Healing BODY 1 point, Can Heal Limbs, Decreased Re-use Duration (1 Turn; +1 1/2) (20 Active Points); Self Only (-1), Linked (Shape Shift (Water); -1/4) (Real Cost: 9)Leaping +21m (4m/25m forward, 2m/12 1/2m upward), Usable [As Swimming] (+1/4) (13 Active Points); Linked (Shape Shift (Water); -1/4) (Real Cost: 10)Resistant Protection (15 PD/15 ED) (45 Active Points); Linked (Shape Shift (Water); -1/4) (Real Cost: 36)Stretching 8m (8 Active Points); Linked (Shape Shift (Water); -1/4) (Real Cost: 6) 8

 

8f 3) Steam/ Vapor Form: (Total: 121 Active Cost, 76 Real Cost) Desolidification (affected by Air/ Wind, Gravity, and Water) (40 Active Points); Cannot Pass Through Solid Objects (-1/2) (Real Cost: 27)Blast 3d6, Area Of Effect (1m Surface; personal; +1/4), Constant (+1/2), Affects Physical World (+2) (56 Active Points); No Range (-1/2), Linked (Desolidification; -1/4) (Real Cost: 32)Flight 15m, x8 Noncombat (25 Active Points); Linked (Desolidification; -1/2) (Real Cost: 17) 12

 

5 Infrared Perception (Sight Group) 0

8 Life Support (Expanded Breathing (Water); Safe in High Pressure; Safe in Intense Cold) 0

160 Total Powers Cost

 

COMPLICATIONS

Cost Complication

5 Distinctive Features: Crystalline blue eyes and white hair (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

0 Hunted: Firewalker Infrequently (As Pow; Limited Geographical Area; PC has a Public ID or is otherwise very easy to find; Watching)

15 Psychological Complication: Hunts Mentally Ill and Criminally Insane Supervillains (Very Common; Moderate)

15 Psychological Complication: Strong Willed (Very Common; Moderate)

15 Social Complication: Public Identity Frequently, Major

5 Vulnerability: 1 1/2 x Effect Gravity (Uncommon)

10 Vulnerability: 1 1/2 x STUN Fire and Heat (Common)

10 Vulnerability: 1 1/2 x BODY Fire and Heat (Common)

75 Total Disadvantages Cost

 

EXPERIENCE POINTS

Total Points: 400

Total XP Earned: 0

XP Spent: 0

XP Unspent: 0

Base Points: 400

Complication Points: 75

 

APPEARANCE

Hair Color: White

Eye Color: Blue

Height: 1.91 m : 6' 3"

Weight: 114.00 kg : 251 lbs

Description: Due to beneficial side effect of his power, Hydroforce is tall, muscular, and in exceptional health. His costume is blue and white with a tsunami hazard symbol (a wave) on the chest.

 

BACKGROUND

Arlen Calder's father was a psychologist and his mother was one of his father's patients before they married. Some details of their relationship were a secret to Arlen until his power became active. Arlen followed in his father's foosteps and also became a psychcologist. One day while he was performing counceling sessions at the city's prison, he was attacked by one of the inmates. Unbeknownst to Arlen, his patient was a pyrokinetic who had repressed their power and memories after a childhood tragedy. When the prisoner's power suddenly manifested, Arlen's latent powers also activated saving him. He soon discovered that his mother had been possessed by a water spirit known as an ondine and that his father saved her. The prisoner would later become the sometime superhero/ sometime supervillain known as Firewalker.

 

PERSONALITY

Perhaps out of a feeling of responsibility for Firewalker, Arlen chose to become a superhero and use his powers to help those he cannot help as a psychologist. Secretly, he also enjoys testing his abilities against supervillains in combat.

 

QUOTE

"You're in over your head now!"

 

POWERS/TACTICS

Hydroforce has practiced manipulating his forms in combat and utilizes tactics that take advantage of his verstaility. He also uses his psychology training to support his teamates both in and out of combat.

 

CAMPAIGN_USE

Hydroforce prefers using his ice form to fill the role of the team's brick but will use his other forms when the ice form's great mass is not convenient.

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Re: Hydroforce

 

A 400pt Multiform (x4 Number of Forms, Instant Change) would cost you 95pts.

 

It would be cheaper, allow you a bit more flexibility with the individual forms, plus allow you to have a 4th Form (maybe a Hybrid-form, involving elements of all 3 states of Water?)

 

You can even add in fun things like 'Personality Loss' if you stay in one form too long...

 

Cool character! (Lame Pun intended)

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Re: Hydroforce

 

I think the reason that I am shy of them is the multiple character sheet thing. It was hard to manage a multiform on Herocentral (insert tears here that Herocentral is still down) for example.

 

I feel your pain. :(

 

At HC, the one thing I did was have the GM setup the form(s) as NCP's on the 'Character' page. Yes, you'd need to send it to your GM every time there was a change to a form, but at least the info was all there to see.

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