Hydro-Electric
Hydro-Electric (Major) by Stone Gargoyle
The hero expels liquid, accelerating the molecules to strike with the behavior of electricity, but appears for all intents and purposes to be water.
1. Hydro-Electrical Bolt: The character can draw on moisture in the air and fire a jet/stream of water at an opponent which electrifies targets it comes into contact with.
- Range: 30 feet, plus 10 feet per level
- Damage: 2d6, +1d6 per level
- Duration: Instant
- Attacks per melee: Each blast counts as one melee attack/action
- Bonus: +2 to strike
2. Electrify Fluids: The hero can cause fluids to accelerate and generate electricity. The electricity is actually converted from water, not conducted by it, creating an area of electricity 6 feet down and within a radius of 100 feet from the point of contact. If submerged, the 6 foot depth starts where his body ends but also extends 6 feet above him and surrounds him.
- Range: Touch
- Damage: 5d6 to objects and targets in the water when activated, plus an additional 1d6 four times per melee round until they are removed or the duration expires.
- Duration: Can be maintained indefinitely as long as the hero maintains contact, using up one melee attack/action per melee round, but will remain without contact up to 6 melee rounds per level of experience, reverting to water following the duration.
3. Impervious to Energy and Electricity: The same as the minor super ability, the superbeing is completely impervious to electricity, energy attacks, radiation, stun, lasers and ion weapons. Magical energy blasts, fire, lightning, flaming swords and other types of magical energy attacks do half damage. Most other types of spells and magic do full damage.
- Range: Self
- Duration: Constant
Note that the Hydro-Electric power "electricity" does not conduct via normal methods, such as metal and fluids, nor respond to powers draining or controlling electricity.
See also: Firewater