Water Channeling

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Water Channeling [minor] by Iczer

'You are all washed up buddy'

The character can channel kinetic energy though a water medium allowing him to express his presence at a distance.

Range:
In a normal climate, he may throw punches and kicks out to 15 feet +5 feet per level, channeling his kinetic energy though ambient moisture.
In a humid environment, his range is out to 30 feet +10 feet per level.
During an actual rainstorm, the range is 60 +20 feet per level.
In a dry climate, this power is ineffective.
Underwater the range is 120 feet +40 feet per level.
Damage: The character inflicts normal damage in normal or humid environments. During high precipitation, the character adds +1 damage per level (Plus 1D4 if used at point blank range). Underwater this extra damage is doubled. The damage may be blunt, as a reflection of his own hands and feet, or sharp, used to form cutting or slashing wounds.
Other abilities:
As most people are made of water, the character can use this fact to channel his blows deep into opponents. Invulnerable character take half normal damage from this character when in melee with this character. Otherwise the character ignores the AR's of other opponents (as long as they have liquid water in their bodies).
In Humid and normal climates, the extended damage is nearly invisible, and is -2 to parry or dodge. the opponent will have to make a perception check (14 in a normal environment or 12 in a humid one) to even notice the character being responsible for his wounds.
Creatures made of fog, mist and water are harmed normally by this character, as are characters made of ice. in addition they take an extra 2D6 damage from hs attacks.
At 6th level, the character can extend this damage to any melee weapons he holds, now able to inflict his weapon damage at a range.
Characters made of fire or electricity (and by extension, plasma) are immune to these attacks as the water is dispersed ahead of time.