Water Clones
Water Clones (Major) by Stone Gargoyle
1. Creating Water Clones: The hero has a hydrokinetic ability to construct copies of himself out of water. These duplicates are obviously made of water and will not fool anyone into thinking they are the hero or even be made to pass for human. They are not in any way intelligent, merely being puppets controlled by the hero.
- Range: The hero can shape existing fluid into humanoid shape up to a distance of 300 feet, plus 5 feet per level, line of sight.
- Duration: The hero can only shape and control the water for his ME number in minutes, plus one minute per level. They will revert to normal water if the hero moves out of range, releases his control, is knocked unconscious or is killed.
- Number of uses of power: The hero can only create up to his maximum number of clones an number of times equal to his ME attribute number, plus one time per level.
- Number of clones per batch: The hero can create and control his ME number in clones at any given time, plus one clone per level.
- Attacks: Creating clones simultaneously up to his ME number in clones, plus one clone per level, can be done using two melee attacks/actions, and uses 1 melee attack/action per melee round in concentration to maintain their humanoid shape. Attacking with the clones uses up an attack of the hero's but he can attack with all the clones at once when attacking a single target.
2. Clone Abilities: The clones are basically humanoid of the same build and height as the hero creating them, resembling him and mirroring his mannerisms.
- IQ, MA and ME: Not applicable, as they are merely puppets. Clones do not have access to the hero's memories, skills of HtoH training.
- PS, PP and PE: Equal to the hero's ME number. Strength is considered Extraordinary for the purpose of lifting and carrying and for calculating damage. The hero's ME bonus will act as the strike, parry and dodge bonus. Water clones gain a +2 to strike and a +1 Autododge.
- PB: Equivalent to the hero, -1d4
- Speed: Water clones move at a speed equal to the hero's ME attribute.
- Attacks: Water Clones have a number of independent actions equal to the hero's ME bonus and can independently parry and dodge; otherwise cannot attack unless the hero uses an attack of his own to make them do so.
- Senses: The hero cannot use the clone as a sensory device when controlling it and does not actually sense or see things through it. They are able to move on their own only as a result of subconscious impulses of the hero.
- Impervious to physical attacks: Water clones take no damage from physical strikes or projectiles, though an explosion will destroy a water clone, as will being frozen and shattered. Water clones can absorb water to heal up to 4d6 damage.
- Horror Factor: 12
- SDC: ME attribute number of the hero X 10.
- HP: Not applicable.
- Weight: 7 times the hero's weight.
- Limitations: Water clones must be created from existing bodies of water, such as a pond, stream, swimming pool, lake, river, etc. and cannot be used outside of the water for more than the hero's ME number in feet, plus 1 foot per level. If on land, the water clone will drip and leave a wet trail, as well as make splashing sounds +30% to anyone tracking a clone).
- Other: Clones can walk on water at the normal speed for them and radiate no heat.
3. Possess Clone: The hero can elect to create a single clone and possess it for his ME number in hours as if it were his own body.
- Adjustments to clone:
- The hero's IQ, MA and ME are transferred to the clone, as are his combat skills and HtoH, as well as all his memories and other skills. Can attack as per the hero's normal attacks.
- All other attributes are as normal for the clone. When the clone's SDC is depleted, his energy will return to his normal body.
- Limitations: As above. The hero still thinks of himself as human and does not get the abilities of APS Liquid such as Water Behemoth and slipping through cracks, etc. He must remain in his basic humanoid shape to use the power.
4. Other Abilities and Bonuses:
- +1d4 ME
- Hero is himself resistant to liquid attacks (half damage)
- +2 to save vs. possession and mind control
- He can hold his breath for twice normal duration while under water
- +10% to swimming skills
- +4 or +20% to balance checks on wet surfaces
GM Option: The GM may allow water based attacks to be used by the clones as he sees fit. As this can overly power the Water Clones, GMs should consider this carefully before allowing water attacks to be used by the clones in their games.
- Water Bolt: Use the subability of APS Liquid (HU2 p. 246). Each bolt will cost the clone 5 SDC from its total available SDC.
- Whirlpool: Use the subability of CEF Water (HU2 p. 260). This is done by collapsing the clone, effectively destroying it.
- Water Slam: Use the subability from CEF Water (HU2 p. 260). This is done by altering the clone, reverting it to its base element and slamming it into the target, effectively destroying the clone.
- Water Spout: Use the subability of CEF Water (HU2 p. 260). This is done by positioning the clone below a target and then causing it to destabilize and push upwards as an attack. The clone must be in the water when doing so. This attack will destroy the clone doing it.