Water Works

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Water Works (Major) by Stone Gargoyle and Ammon Gardea

1. Bio-Armor: The character appears to be made of pipes which are actually a type of organic shell. Natural Armor Rating:16. Any damage below 16 does no damage. Any rolls above 16 do damage to the armor/shell.

SDC: 200 +20 per level of experience.
Movement Penalty: Character's speed is reduced to half. Prowl is at -40%. Cannot climb in this form.

2. Water Points: Upon becoming changed, the character's SDC becomes water points which he can use for water bolt attacks. This water must be replenished before the character can return to human form. He regains it by absorbing 1 gallon of water per 10 water points.

3. Water Bolts: The character can draw upon the water in his body and fire a stream of water at an opponent. The impact is about twice as hard as a normal punch.

Cost: 2 water points per bolt
Range: 30 feet plus 10 feet per level
Damage: 2d4 +1 per level
Duration: Instant
Attacks: Counts as 1 melee attack/action, appears as valve opening up in hand or other location.
Bonus: +1 to strike

4. Limitations:

The character cannot move normally outside his metal shell. Electricity, energy, fire and heat do normal damage.
Explosions or severe enough damage to crack the bio-armor release the water within. If this happens, the combined parts, water and metal, must be within a 10 foot are to allow him to return to human form. If he has within 90% of the SDC, he can return to normal with available SDC and heal the rest( will look thin but retain all limbs and organs).
All of his senses are half as effective, being -4 to perception rolls

5. Increased Mass and Strength: Weight is 8 times normal. Physical strength becomes Superhuman in this form. Fatigues at half the normal rate.

6. Pipe Linking: The character can unscrew his hand (appears like a gauntlet) and link his arm into an existing pipe system to absorb water and increase his blast damage.

Water Blast: Can shoot sprays of water for damage.
Range: 300 feet +100 feet per level
Damage: 3d6 +1d6 per level
Attacks: Uses 2 melee attacks/actions
Bonus: +4 aimed, +2 wild
Regains 2d6 water points per melee by absorbing water in this fashion

7. Other Abilities and Bonuses:

Horror Factor of 13
The character still has to breathe but lasts twice as long underwater in human form, breathes underwater as waterworks being
The character radiates no heat, thus is unable to be detected by infrared or heat sensors
Can sense water sources within 20 feet even when not obvious

8. Special Stunts:

  • Torpedo Tubing: The character can use the water blast to propel himself through the water like a torpedo. Speed: 150mph +10mph per level
  • Bazooka Action : The character can use his tubing to fire off missiles for their normal damage