Wavelength

From The Black Vault
Jump to navigationJump to search

Wavelength (Major) by Stone Gargoyle

This was created as an alternative to Control Elemental Force: Water. The character can transfer some of his energy into waves, enhancing them for a variety of effects.

1. Walk on Water: The character can cause water to become stiff and support his weight, plus 50 pounds per level of experience.

Range: Self
Duration: 10 minutes per level of experience
Attacks: Uses one melee attack to "stiffen" water and 1 melee attack/action per round to maintain.

2. Part Water: The character can create a stable, dry corridor to walk through in the center of a large body of water, allowing people to travel with him through it unharmed.

Range: Opens a tunnel 100 feet long per level X10 feet wide
Duration: 20 minutes per level
Attacks: Uses 1 melee attack/action to part water and 1 melee attack/action per melee round to keep water parting ahead of stable corridor as one walks extended distances.

3. Underwater Propulsion: This is basically the same as the minor superability. Underwater propulsion rockets the superbeing through the water in a similar manner as a torpedo, but without any apparent means of propulsion. Unless the character also has Underwater Abilities, he will have to rocket across the surface of the water or use a SCUBA tank to avoid drowning. The water can be as shallow as 2 feet for this ability to work and have the character skim across the surface.

Speed When Traveling in Water: 150mph, +10mph per level of experience, whether it be on the surface, just below the surface or in deep water. The character can also propel himself up out of the water to rise 40 feet in the air.
Bonuses Underwater:
Can Hold Breath 2 minutes per level and withstand depths of up to 320 feet
+1 initiative, strike, parry and dodge(floating), +2 dodge over 50mph
+1 damage per 20mph
+20% bonus to any and all Swimming skills
+15 SDC

4. Sense Water: Includes underground springs, pipes and other hidden waterways. Skill Proficiency: 80%, +4% per level.
The character can "lure" water to the surface, making it move 2 feet per melee action (cannot use other actions while moving water).

5. Parry Water Bolts: The character can make water bolts turn to avoid him (strike penalty of -4) and attempt to parry underwater bolts (with a bonus of +2). Even if failing to parry, the character takes only half damage from water attacks.

6. Water Slam: The character can create a powerful wave to rise up and slam down on one specific target. The water slam towers about 16 feet tall and 6 feet wide. It can also be used on land if sufficient water is available: 200 gallons or more.

Range: 140 feet, +10 feet per level (line of sight)
Damage: 2d6+1. In addition, victims of the slam lose initiative and 1 melee attack/action.
Attacks: Each use counts as 2 melee attacks/actions.
Bonus: +3 to strike