Syphon
Syphon (Major) by Iczer
"I'm not fat. I'm retaining water is all"
The character has the ability to absorb and compress water from virtually any source, storing it for later where he can expel it under pressure.
1) Storage: The character can absorb water from any source by contact, absorbing 20 gallons per action. He can hold a maximum of 200 gallons per level, the weight seemingly vanishing into some sort of limbo where it gets pressurized for later use.
2) High pressure blast: the character can expel water in short, pressurized bursts, inflicting damage like heavy punches. These short blasts inflict 2d6 +2 per level of experience and chew up 5 gallons at a time. These blasts have a range of 60 feet. The character also has the option to fire these blasts as a continuous stream. Treat this as per normal burst firing rules (see modern weapons proficiency section). a short burst does double damage and takes a single action to perform and chews 15 gallons. a medium burst chews 25 gallons and inflicts triple damage, requires 2 actions to perform. a long burst inflicts 4 times normal damage and chews 40 gallons it takes 3 actions to perform.. If the character is in direct contact to an open water source, he need not draw from his own internal supply, instead channeling it straight through himself (this takes no additional actions). Any one hit by a burst has a chance of being knocked over (roll under damage dealt on % dice) Bonuses: +1 to strike with bursts, +3 to strike with aimed shots.
3) Low pressure burst: As above, only base damage is a mere 1D4+1 (designed as a non lethal alternative). it too can be fired in bursts. Knock down chances are increased significantly. Chance of knockdown is 10% per point of damage, +1% per point at level2,4,6,8,10,12 and 14. ( a 4th level character doing a short burst for 2 damage (x2 for a short burst) has a knockdown chance of 48%)
4) Jump jet: The character can release water as a downward burst, propelling the character in a series of short, water jet powered hops. The character can leap 20 feet, +5 feet per level by expelling 15 gallons. each jump counts as a single action.
5) Flood: By releasing a significant portion of water all at once, the character can literally flood an area. The character needs to release at least 200 gallons to perform this feat, but this water just appears, washing out the surrounding area. all in the area need to make a check for balance or be knocked over by the rush of water. This tactic can be used to escape from a grapple or pin, adding +10 to effective strength for attempting contests of strength. even people caught in the flood that keep their feet may need an action to recover from the washout (PE save, 12+ or lose an action) the flooding only affects an area around the character to 25 feet, but every 50 gallons extends this another 5 feet
6) Manipulate water: The character can, by absorbing water rapidly, and expelling it slowly (or vice versa) can manipulate local water conditions. He can increase and decrease water turbulence by 20% +3% per level, reducing or increasing the impact of waves or choppy weather for a 30 foot radius. the character must be at least 25% merged with the body of water for this to work, but can use it to reduce the damage of water type attacks against himself.
7) Other abilities:
- Can act as a sprinkler, releasing water slowly in an area 20 feet across
- Can use this to perform firefighting tasks
- Can dehumidify an area up to 100 feet across in a closed room, or 20 feet across in the open.
- Natural affinity with water. Can hold his breath for twice as long as a normal man with his PE. gains swimming and swimming advanced at +20%. Any water vehicle piloting skills also receive +10%
- Can manipulate other substances, as long as they are mostly water. Chicken soup, even milk can be absorbed. chemical compounds, and acids cannot.
- Character can act as a filter, absorbing water, leaving the impurities out
- Character cannot affect the water inside a living being