Bloodlines: Water benders'''
In the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinations there are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans who fall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along their genetic variation.
Then there are those groups of humanity called “bloodlines” A bloodline is an extended family of genetically similar people who share physical and psychological traits that set them apart from humanity at large, but are still not far removed enough to be considered a new species. The most common source of a bloodline is multigenerational inbreeding (very common among most animal species), closely followed by the supercedence of a dominant genetic trait, thus refining and concentrating all features of that bloodline——both for good and for ill. The creation of a new bloodline is rare indeed, for it takes a bare minimum of several centuries for one to form and can take as long as millennia; this explains why there are only perhaps a dozen bloodlines in the world today.
This work chronicles and explains the origins and abilities of the (comparatively) recently created family bloodline known as: Water Benders
Special Family Martial Arts Form:
The Art of Water'
Entrance Requirements: No Attribute or Alignment restrictions. The character must have either magic or psionic or super powers to learn this fighting style.
Skill Cost: 15 Years (6 Years as a Secondary Martial Art Form)
The nature of the fighting style incorporates the Character to control the element of Water into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Tai Chi Chuan Kung Fu.
Water Element: The element of ice and agility, the element of water is focused on combat ability and healing. The basic bonus is +1 to parry with the elemental Chain/Sphere, the intermediate bonus is +1 to strike with the elemental chain/sphere, and the advanced bonus is +2 to PP attribute and +1 to auto-dodge, if the Water Bender does not already have auto-dodge, then it is automatically gained after the first time the advanced bonus is selected. The level 1st ability is Healing Touch, the level 3rd ability is Adaptable Defense, the level 6th ability is Purifying Touch, the level 9th ability is Summon Water Kami, the level 12th ability is Adaptable Offense, and the level 15th ability is the Ultimate Chain/Sphere of Water. See Elemental Power Abilities for more details on the abilities of this element.
This is the most common martial art form in the world. Tai-Chi Ch'uan is also the national exercise program of China, practiced by young and old every morning. It takes many years of study before it becomes a practical combat technique, but the time is well used in, the development of Chi. A master will appear to move in slow-motion. Never hurrying, always seeming to anticipate the opponent's attacks with gentle parries and an occasional open palm shove (see below). The physical movements of Xian Tai Chi Chuan consist of measured steps, slow sweeping turns, and wide graceful sweeps. However, with Xian Tai Chuan it is revealed that the point of these movements is not simply self-defense. No, each movement has been carefully calculated, and can be used in channeling the body’s inner Chi (Chi/P.P.E./I.S.P.). The true master, while appearing to move in slow motion, is actually sweeping up, gathering, and shaping a globe of mystical and spiritual power. Note: While P.P.E., I.S.P., and Chi are essentially the same thing in Rifts China, it’s possible for someone like a Xian Tai Chi Master to see the subtle flow of Chi, where the Chi/P.P.E. /I.S.P. is too slight to observe.
Costume: Loose cotton tunic and pants.
Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist.
Add 2 to M.E.
Add 2 to M.A.
Add 2 to P.P.
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Automatic Dodge.
Hand Attacks: Backhand, Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.), Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick.
Weapon Katas: WP Sword
Special Katas: Chi Ball Kata:
Stepping slowly forward, walking in synch with Chi flowing in the immediate area, the character works at gathering Chi, eventually pulling it together into a ball suspended between the character’s hands. To an observer, it seems that the martial artist is slowly gathering an invisible substance like a mime artist, while simultaneously performing a circular dance step. On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi energy being assembled by the character. The Chi will be either Negative or Positive, depending on the environment and it doesn’t matter whether the character has Positive Chi, Negative Chi, or no Chi at all. Getting the ball started is the hard part. At first level, it takes four full melee rounds to get the ball formed. At third level, it only takes three melee rounds and at sixth level, just two melee rounds. From ninth level onwards, a character can start a Chi Ball in just one full melee round. Once the ball has been started, it will contain an amount of Chi equal to the background Chi of the area. As soon as the Chi Ball is released from the hands of the character performing the Kata (or, for that matter, if the character stops the Kata) the Chi Ball will start to unravel and will cease to exist within 1d10 seconds. Once brought into existence, a Chi Ball can be used in the following ways: Chi Ball Lens: Once a Chi Ball has been started, the character can look through it and see all the Chi in the surrounding area up to about 600 feet (180.3 in) away. Any creatures of Chi, the Chi in side any living beings, Chi flows or deposits, and the general amount of Negative or Positive Chi will be clearly seen through the Chi Ball This sight continues no matter what else is done, so long as the character keeps performing the Chi Ball Kata and holds onto an intact Chi Ball. Chi Ball: For each gathering melee round, the character adds an amount of Chi equivalent to the ambient Chi in the area. So, for example, if the background Chi is 5 points of Positive Chi, the Chi Ball will have 5 points of Positive Chi. After a second melee found of gathering, the Chi Ball will have 10 points, then 15 points, and so forth. The maximum that any character can gather is 100 times the local Chi level, so the Largest Chi Bail available in our example would have 500 points of Positive Chi Once the maximum is reached, the character can continue the Chi Ball Kata indefinitely, maintaining the amount of Chi that has already been gathered.
Chi Ball Defense: As a shield against Chi attacks, the Chi Ball can be used against either the same kind of Chi or against opposing Chi. A Positive Chi Ball used as a shield against an attack of Positive Chi or a Negative Chi Ball used to block Negative Chi, will just get bigger, absorbing the excess. If the amount of Chi exceeds the maximum size for a Chi Ball the extra Chi will be harmlessly expelled. On the other hand, if a Positive Chi Ball blocks Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi, then the incoming Chi will destroy an equal amount of Chi in the Ball destroying the Ball if the Chi is exceeded. If the Chi Ball is destroyed, the character will have to start the process of gathering all over again.
'Note:' As effective as a Chi Ball might be against Chi, it is to tally useless as a shield from material attacks from fists or weapons.
Throwing or inserting: the Chi Ball. It’s also possible to use the Chi Ball as a weapon, either tossing it at a target, or pushing it right into an opponent. However, due to the fragile nature of the Chi Ball it immediately loses half of its Chi when released. Then, if thrown, it loses half of the remaining Chi within 180 feet (40.6 m), and all of the rest of the Chi after traveling 300 feet (90.1 in). So, if a Chi Ball containing 80 points of Positive Chi were inserted into a creature of Pure Negative Chi (it would require a successful Roll to Strike, with no bonuses), the creature would be infected with just 40 points of Positive Chi. If the Chi Ball where thrown at the creature, standing between 50 and 180 feet (1.5 to 4.6 m) away, the amount of incoming Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing a Chi Ball more than 300 feet (9.1 m) is useless, since it will dissolve beyond that point. Because the Chi Ball is more impressive before it’s thrown or inserted, many users of the Chi Ball Kata find it better to use the Chi Ball as a threat, rather than as an actual weapon. Note: 'If a ball has been formed discarded then the character can continue the Chi Ball Kata, and another ball can be started immediately, without having to wait the usual ‘start’ melee rounds.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Death Blow
SKILLS INCLUDED IN TRAINING
Martial Art Powers: Select a total of six (6) Powers from among Chi Mastery and Special Katas. Also select 4 Zenjorike Powers. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs (excluding physical).
Philosophical Training: Taoism
If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Taido (7 Years), Fong Ngan (4Years), Mien-Ch'uan (7 Years), or Xing-Chiao (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: + 2 to Roll with Punch/Fall/Impact, +2 to pull punch.+ 2 to Dodge, Critical Strike from Behind.
l. Evoking the Chi Ball: Stepping slowly, walking in sync with the flow of Chi in the immediate area, the character works at gathering Chi, eventually pulling it together into a ball suspended between the character’s hands. To an observer it seems that the martial artist is slowly gathering an invisible substance, while simultaneously performing a circular dance step, as if the character were a mime artist. On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi being assembled by the character. Preparation: Takes four full melee rounds (one minute).
2. Gathering Chi Ball: For each “gathering" melee round, the character adds lD4 Chi/P.P.E./I.S.P. to the Chi Ball. There is really no maximum, but if the amount of Chi/P.P.E.I.S.P. in the Chi Ball grows to larger than the user’s base Chi/P.P.E./I.S.P., it becomes too difficult to control. Once the desired amount is reached, the character can continue the Chi Ball Kata indefinitely, easily maintaining the amount of Chi that has already been gathered.
3. Chi Ball Damage: The Chi Manipulator can hold the Chi Ball (like palming a basketball) and use it to hit an opponent. While harmless to mortals, living creatures, devices, machines and robots, the Chi Ball is devastating to demons, disembodied Entities and other creatures of supernatural evil. For each 10 points of Chi/P.P.E. /I.S.P. stored in the Chi Ball, it inflicts lD6 M.D. (100 points for lD6xl0 M.D.).
2nd: + 2 to Maintain Balance, +2 to Parry/Dodge, Double the character’s Permanent Chi/P.P.E. /I.S.P. Base.
3rd: Double Existing Chi.
Chi Ball Lens: Once a Chi Ball has been started, the character can then look through the Ball and see all the I.S.P. and I.S.P. based phenomena in the surrounding area (up to about 60 feetflil.3 m away). Any creatures containing Chi or l.S.P., as well as dragon lines and Entities of the supernatural or spiritual will be clearly seen through the Chi Ball. This sight continues no matter what else is done, so long as the character keeps looking through an intact Chi Ball. Chi/P.P.E. /I.S.P. Cost: 3 to activate lens effect.
4th: +1 to Strike/Parry/Dodge, Critical Strike on Natural 19 or 20, Xian Tai Chi Chuan Meditation Advancement #1: +2 to I.Q., M.E., and M.A. Attributes.
5th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas, +1 to damage and +1 to parry, Chi Ball Defense: As a shield against I.S.P. and magical attacks, the Chi Ball can be used to absorb psychic, mystical, spiritual, spectral, or demonic energies and other non-physical attacks. Note: As effective as a Chi Ball might be against Chi, psionics and magic, it is totally useless as a shield from attacks from physical weapons, bullets, lasers, and (non-magical) energy blasts. M.D.C.: Equal to the I.S.P. stored within the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 4.
6th: +1 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. +2d6 Chi/I.S.P./P.P.E., Evoke Chi Ball in just one melee round.
7th: Double Existing Chi, + 1 to Strike, +2 to roll with punch/fall/Impact, +2 to pull punch.
Chi Ball Calm: Using the Chi Ball to instill looseness or relaxation, the character is resistant to fear, horror, panic, and other ailments of the mind. Bonus of +5 to save vs. Horror Factor and other types of fearful emotions, at least so long as the character holds the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 2.
8th: +1 Attack per Melee, + 2 to Maintain Balance, Add 5D6+30 points to the character’s Permanent I.S.P. Base.
9th: Add One (1) Zenjorike Power, +2 to Maintain Balance, Xian Tai Chi Chuan Meditation Advancement #2: +1 to M.A. attribute, and +2 to save vs. Horror Factor.
10th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas, +1 to dodge, +2d6 Chi/I.S.P./P.P.E.
Second Chi Ball Formation: Can create two Chi Balls simultaneously, Evoke Chi Ball in just one melee Action.
11th: Double Existing Chi.
Chi Ball Levitation: Willing the Chi Ball to rise, the character is able to levitate with it by holding onto it with his hands or standing on it like an invisible elevator platform. Maximum Height is 500 feet (152 m) per level of experience. I.S.P. Cost: 10.
12th: +1 to Roll with Punch/Fall/Impact, +1 to parry or Dodge, +1 to strike and +1 on initiative, Add 4D6+20 Chi/P.P.E. /I.S.P. to the character’s Permanent Chi/P.P.E. /I.S.P. Base.
13th: +1 to parry or dodge, + 2 to Maintain Balance, Knockout/Stun on Natural 19 or 20,
Throwing the Chi Ball: It’s also possible to use the Chi Ball as a thrown weapon, so it arcs directly through an opponent, and then continues around to return to its owner. Mega-Damage: To demons and other creatures of supernatural evil, the ball inflicts 2D8 M.D.C./chi used on a glancing blow, and a full SDIO M.D. from a solid hit (it goes all the way through the victim’s body). Harmless to animals, humans, machines, and those not possessed by evil spirits. : +2 to strike, plus any other bonuses to strike from attributes or skills. Range: 100 feet per level of experience. Chi/P.P.E. /I.S.P. Cost: l0 per thrown ball.
14th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas. +1 Attack per Melee, Add 6D6+20 Chi/P.P.E. /I.S.P. to the character’s Permanent Chi/P.P.E. /I.S.P. Base.
15th: Add One (1) Zenjorike Power, Double Existing Chi, impervious to mental illusions while holding the Chi Ball and +5 to save vs. magical illusions.
Why Study Xian Tai Chi Ch'uan?
While far from the most powerful of combat forms, Tai-Chi nevertheless provides strong Chi power to its students.
New Martial Arts Abilities
In their wanderings, the Water Benders have discovered several unique Chi-based powers, uncovered many long thought lost, and invented more than a few on their own. Some have become so common in their family that they have adopted them as their own, even though others may have invented those moves. Any Water Bender, martial artist or not, may learn one of these moves at each fifth level of experience. Martial artists start with one of these moves on top of those granted by their chosen martial art form, and may select other Water Bender family moves in place of any other martial arts power when advancing in experience level.
Elemental Water Powers Abilities Introduction:
The Bender can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Bender from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Bender can take a bonus that is unique to that element.
Control Elemental Force: Water The power to manipulate and control aspects of water. To use any of these powers there must be a source of water within a 300m radius. Without an ample source of water, the character cannot use the powers. The water source can be a sewer (brown water!), water pipeline, underground stream, pond, lake, ocean, or rain. However, underground water sources cannot be more than 300m underground.
1. Calm Water:
The ability to impose one's will over water turbulence. The size of waves, their speed and potential damage are reduced by half. Calming effect can be repeated in the same radius to maintain the effect, but only after the initial effect has run up the duration.
Range: 100m radius, up to 300m away.
Duration: 12 minutes
Attacks: Uses up four actions!
2. Create Waves:
The character is able to manipulate large sources of water to create a variety of waves in water or on land.
Range: 100m radius, up to 300m away.
Attacks: Uses up two actions.
Bonus: +4 to strike
Damage by Size of Waves: The size and speed of waves can be controlled by the character with the following effects.
Small Wave: 2/3 of a meter to 2.5m tall, does 1d6 damage to all objects and people struck (will not damage vehicles, power armors, or especially dense Cyborgs/mutants).
Large Wave: 3-6m tall, does 5d6 damage plus 2 damage per level of experience (will still not damage vehicles, power armors, or other dense targets).
Huge Wave: 7-12m tall, does 6d6+1d6 damage per level of experience. At this point, vehicles, power armors, and other dense targets will take half damage.
Knockdown: Getting hit with a wave taller than you is very mean. Those hit by a wave, on land or deck top, are likely to be knocked down and carried away. Getting washed up in a wave causes the loss of 1d4+1 actions. Getting hit but not knocked down causes the loss of one action.
Small Wave: 01-40% for items under 220kg. Will be carried 1d8 meters away.
Large Wave: 01-70% for items under 450kg. Will be carried 3d6 meters away.
Huge Wave: 01-80% for items under 900kg. Will be carried 5d10 meters away. Huge waves also have a 01-84% chance of capsizing small vessels, 01-60% chance to capsize medium vessels. At level 5, the character has a 01-20% chance to capsize ships and ocean liners.
3. Water Slam:
Different from a wave. This is a towering wave that comes up and then smacks down on the target like a hand. At 5m tall and 2m wide, it's nothing to be ignored. Can also be used on land if sufficient nearby water is available; 750 liters or more.
Range: 40m+3m per level of experience.
Damage; 2d6 plus 1 per level of experience. Victims of the slam also lose initiative and one action.
Attacks: Uses up two actions.
Bonus: +3 to strike.
4. Water Spout:
This tricky technique summons up a spout-like wave that pushes its victim skyward, bouncing atop the water spout. A large body of water must be available.
Height of the Spout: 4m per level of experience.
Weight Limit: 250kg per level of experience.
Range: 20m+4m per level of experience.
Duration: 10 seconds.
Attacks: Creating a spout takes one action.
Damage: Being dropped from a spout into water does 1d4 damage for every 4m of height. Being dropped onto the ground does 1d4 damage for every 2m of height. Victims bobbing atop the spout are -6 to strike, parry, dodge, and initiative.
5. Wall of Water:
This power calls up a wave which will suspend itself to create a wall of water. This wall can be up to 2m thick, 10m tall and 10m long. The water can be molded into the shape of a long, straight wall, circle, dome, or "L" or "V" shape. Because of the vast amount of moving water, it is impossible to see beyond the wall. This ability requires a vast amount of water, like a very large swimming pool, lake, river, etc.
Range: 50m+3m per level.
Duration: Five minutes per level of experience.
Attacks: Creating a wall of water takes 2 actions.
Damage: None. However, it will slow and deflect bullets. Also, those attempting to strike through the wall do so at half their usual bonuses. Also, water density can quickly disperse the effectiveness of most any attack.
Projectiles: Small arms and shotgun shell fire sees their range reduced to 1/10 when passing through water. Heavy cartridges and artillery (anti-material rounds, auto cannon rounds, anti-material rounds, cannon fire) see their range reduced by 1/3 when passing through water. Solid projectiles do 25% less damage after passing through water (explosive rounds don't count, they deliver their damage through the explosive payload delivery, not kinetic energy). Make sure to account for distance traveled when apply for the water, because a wall of water could very well stop a bullet.
Ballistics: Missiles get fouled by the density of water, and detonate against the wall. A wall of water is easily blown apart. But, if the character is focusing on the wall, than any degree of explosive force can be applied to the wall, and it will reform itself within two actions. However if the character is using some other power, then a wall of water can only withstand 100 damage of explosive force before it falls apart. Any additional damage will pass onto the blast radius (so you subtract -100, then divide in half).
Lasers: Heat lasers (IR & UV) are lose a lot of energy boiling off the water. Range is reduced to 1/4, and damage is reduced by 50%. Photonic lasers lose no damage, because of how the photons disperse through the water, however range is severally reduced, to 1/10th!
Ion & Electrical Blasts: Unfortunately utterly disperse across a wall of water, with no effect.
Particle & Plasma Blasts: These attacks are very capable of blasting a wall of water apart. It only takes 100 damage worth of particle and/or plasma blasts to boil off a wall of water. However, all attacks are absorbed by the wall, and the remaining damage from the final attack does not pass over (due to the density of water).
The wall also possesses the force of moving water. It takes about 10 seconds to swim through it with a Swimming skill check, and if the character can't swim, then they will simply be swept up by the moving water if they weigh less than 300kg. Those weighing more than 300kg who can't swim can walk through at 1/4 their usual Speed. Vehicles, or incredibly fast moving mutants find their speed reduced by 1/2. Impact is hard on super speed mutants though, causing 1d6 damage for every 75kmph of speed.
This ability creates a huge, spinning whirlpool in any body of water. Of course, it's only really effective in large bodies (pond, lake, river, sea, etc.). This watery funnel pulls and sucks all objects in or on the water into its whirling center, cruhsing and dragging them down into the depths. Objects caught in the outer edge will be snagged in the pull and drawn towards its center in a spiraling circle, at a rate of 3m every 30 seconds.
Range: 100m away plus 6m per level of experience.
Duration: Eight minutes. The creator of the whirlpool can cancel it any time and can create a new one every minute.
Attacks: Creating a whirlpool must be the first action of a round and uses up four attacks!
Damage: The whirlpool has a 10m radius and does 4d6 damage to everything in its grip every 20 seconds. Victims in the water will become dizzy and disoriented, with no initiative, and -4 to strike, parry, and dodge, and lose half of their melee actions (spend them trying to keep ones head above water). Plus there is a 01-33% chance of drowning. Victims can be pulled, flown or levitated to safety. Large boats or ships may be able to pull themselves away; 01-66% chance of boats pulling free, roll once each 20 seconds.
7. Create Underwater Air Bubble.
The character can create an underwater air bubble, affecting a maximum radius of 3m. The bubble can be created around oneself or to encircle as many as a dozen people at a distance. The bubble cannot be moved easily; normally floating along with the tide with a slight, upward drift (about 3m per minute). Through intense concentration the person who created the bubble can direct it, moving with a Speed attribute of 6. Controlling the bubble uses up all of the character's concentration.
The bubble can be punctured or destroyed by any type of attack. Those those inside cannot use any weapon or power that emits a projectile or force because it will pop the bubble. Photonic lasers can be used with no fear, though their range in the water is somewhat abysmal. Many psionic and magic abilities can also be used without fear.
Range: 40m+3m per level
Bubble S.D.C.: 50
Duration: Eight minutes per level of experience.
Attacks: Creating a bubble uses up three acttacks. Can typically create one every 10 seconds, but can only move one at a time.
8. Walk on Water:
Exactly what it sounds like, the character is able to stand, walk, run or float atop the water (including atop a spout or wave without penalty), but speed is reduced by half.
Duration: 10 minutes per level of experience.
Attacks: Activation of this power takes up one action and maintaining it takes 1 action every round.
9. Other Abilities & Bonuses:
Accurately sense depth underwater within 1d4 meters.
Accurate sense direction underwater.
Resistant to cold (half damage)
Depth tolerance is 300m+50m per level of experience.
Can hold breath underwater for 1d6 minutes plus 4 minutes per level of experience.
This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
Alter Physical Structure: Liquid The weird power to transform into a fluid state, and gives them influence over water or liquid when in contact with it.
1. Water Bolt:
The character can instantly draw on moisture in the air, or another source of water, and fire a jet/stream of water at an opponent. The impact is about twice as hard as a normal humans punch.
Range: 10m+3m per level of experience.
Damage: 2d4+1 per level of experience.
Bonus: +2 to strike
2. Water Behemoth:
The character can draw on an existing body of water to increase in size and mass 2, 3, 4, or 5 times his normal size.
Duration: 2 mintues per level of experience.
Attacks per Round: The character can increase in size by one level per round, requiring two actions to do so.
Bonuses & Penalties: +1 to strike, -1 to dodge, speed is reduced by 30%.
Size, Weight, and Bonuses:
This is as applied to the characters liquid mass.
Two times water mass, +2d6 damage, +70 to S.D.C.
Three times water mass, +3d6 damage, +150 to S.D.C., P.S. counts as Superhuman
Four times water mass, +5d6+10 damage, +300 to S.D.C., P.S. counts as Superhuman
Five times water mass, +6d6+20 damage, +500 to S.D.C., P.S. counts as Supernatural.
Note: When the time has elapsed the character sheds off all the water they gained and must regather themselves.
3. Water Merge:
The character can completely merge into water and can not be seen. In the water form, the character does not breathe in the conventional sense (the water is oxygenated); thus he can stay in or under the water for an indefinate period of time. Traveling speed in water is 1/3 normal running speed. Depth tolerance is unlimited.
4. Manipulate Shape:
This power gives the character the ability to slip through a lot of tight situations. Can squish, mold, and puddle his/her physical form.
5. Limited Invulnerability
Projectile weapons, physical weapons, explosions, photonic lasers, and sonic/vibration attacks do not damage the character. Explosions and sonic/vibration attacks will however blow the character apart, and it will take 2d6 minutes to reform.
Electricity, fire, heat, psionics, and magic do full damage.
I.R. & U.V. lasers inflict half damage.
Cold attacks inflict full damage.
6. Other Abilities & Bonuses
+30 to S.D.C. (applies whether or not he/she is in liquid form)
Physical Strength becomes Extraordinary while in water form.
Weight is increased 7x in water form.
The character radiates no heat when in water form; thus cannot be detected or tracked by infrared or heat sensors. When merged in water, he/she is completely invisible to sonar.
Horror Factor 12 (15 when 3x bigger than normal)
Cold/ /Cryogenic/ Ice Powers:
Alter Physical Structure: Ice
The startling ability to transform into a being of living ice, as well as manipulate and control aspects of cold.
Snow an ice can be created by an extraordinary means of watery condensation and freezing of moisture out of thin air. In this way the character can create snow and ice.
1. Create Snow and/or Ice:
The character can create a ball of snow or chunk of ice out of thin air, dropping it on top of somebody, or something, or covering an object with it. The character can create 25kg of snow or ice in one action, add 5kg for each level of experience.
Range: 30m+3m per level of experience
Duration: Until it melts
Damage: Dropping a snow mound on top of somebody inflicts 1d4 damage plus it blinds and staggers the target, victim loses next attack, and initiative. A 25kg ice chunk does 2d6 damage + 3 damage for each additional 5kg, and but has no penetration.
Note: The creation of snow and/or ice can be repeated for multiple actions to block a passage or door, cover an ojbect, impair movement, cause confusion, or make a gigantic ice chunk/spike.
2. Create and Hurl Snowballs/Ice balls:
The character can create and throw one tightly packed snowball/iceball in one action.
Range: See W.P. Thrown
Damage: A snow ball does one point of damage, and cannot do H.P. damage, more of an annoyance than a threat. At level 3 the character can hide an ice shard in the snowball. With a successful called shot they could pierce someone's unprotected eyeball. An ice ball does 1d6 damage + 1 per level.
Penetration: Snowballs have no penetration and do not damage dense targets. Iceballs have a 1 to penetrate, but have no penetration against dense targets.
Duration: At room temperature your average snowball melts in about fourteen seconds, and your average ice ball melts in 5 minutes.
Bonus: +2 to strike.
Note: This can be done whether the character is in ice or human form.
3. Create and Hurl Ice Shards/Spikes/Spears
At level 1, the character can create and throw 1-3 ice blades in one action.
At level 3, the character can create and throw 1-6 ice blades in one action, or 1 ice spike.
At level 6, the character can create and throw 1-6 ice blades in one action, or 2 ice spikes, or 1 ice spear.
At level 12, the character can create and throw 1-6 ice blades in one action, or 2 ice spikes, or 2 ice spears.
Range: See W.P. Thrown
Damage: One ice shard does 2d4 damage. One ice spike does 6d4 damage. One ice spear does 6d6+6 damage.
Penetration: Ice shards have no penetration, and do no damage to dense targets. Ice spikes have a penetration value of 6, 3 against dense targets. Ice spears have a penetration value of 7, 3 against dense targets. Spears do half damage when failing to penetrate.
Duration: Ice shards last for one minute at room temperature. Spikes last for six minutes. Spears last for twelve minutes.
Bonus: +2 to strike with a single ice shard/spike/spear. No bonuses when throwing multiple.
Note: This attack can only be done when the character is in ice form.
4. Ice Wall or Shield:
Range: Self for a hand-held shield, or a wall can be projected up to 30m away. If trying to erect a shield or wall against an attack, make a parry roll.
S.D.C.: Small, but thick (Requires a P.S. of 15 to wield as shield); 1.5x1.8m: 40 S.D.C., A.R. 14.
Medium size (Requires a P.S. of 20 to wield as shield) up to 3x2m: 60 S.D.C., A.R. 14
Large size (Requires a P.S. of 30 to wield as shield) up to 6x3m: 100 S.D.C., A.R. 15
Resistances & Vulnerabilities: Physical attacks and gunshots that fail to penetrate only do half damage. Heat, sonic/vibration, or explosive attacks do double damage. Photonic Lasers do NO damage.
Duration: Tough thick stuff, takes hours to melt. Creation of a small wall or shield takes one action, but medium and large walls or shield take two actions.
Bonuses: +2 to parry with walls/shields.
5. Encase in Ice:
The ability to quickly form ice around someone or something. This power may be used to create a handful of different forms, but all appear as some sort of ice block.
Range: 30m or by touch
Damage: Special, see each specific type of ice block.
Duration: Until it is shattered or melts. Most melt enough to pull or smash free in ten minutes.
Attacks per Round: Each encasement takes two actions.
Bonus: +1 to strike, automatic if done by touch.
Types of Ice Encasement & Damage: In all cases, the character's mastery over ice allows him to dispel the icy encasement at any time, making 80-90% of it melt away within thirty seconds regardless of size.
Ice manacles, 15cm thick, have an A.R. of 8 and 30 S.D.C., add 2 A.R. and 30 S.D.C. for every additional 15cm.
Encasing hand-held weapons in an ice block will always incapacitate both energy and conventional weapons. The block has an A.R. of 8 and 30 S.D.C., it causes 1d6 points of damage.
Encasing a part of an opponent in ice is a debilitating and potentially lethal tactic Encasing a portion of the human body, such as a hand, arm, foot, or leg (or both together), will impair movement until the ice is broken off. If one hand and/or arm is encased in ice the character is -25% to perform skills requiring his/her hands. If both are encased or frozen together, the character obviously cannot use his/her hands. If one foot is encased in ice, reduce speed, prowl, climbing and swimming by 10%. If both feet or one entire foot and leg are encased, reduce by 40%. If both legs are incased in ice, the character is immobilized! These ice blocks have an A.R. of 10 and 60 S.D.C.
Damage to protected/covered skin: One point of damage for every minute that they are encased.
Unprotected, bare skin takes 1d4 damage every minute it is encased by ice. Numbness also occurs, and a freed limb is -10% to skills, and -1 to strike, parry, and/or dodge for 2d6 minutes.
Encasing the entire body, excluding the head. This is a rather extreme measure that completely immobilizes the average human. The character can encase his victim in a block of ice that is consistently 15cm thick all about. That's about 100kg of ice with an A.R. of 10 and 100 S.D.C. Add 2 A.R., 100 S.D.C., and 100kg for each additional 15cm.
It requires every four of the characters actions to create an ice block, and an additional four attacks for each additional six inches. Encasement begins at the feet and goes up to the coloar bone. This prevents the prisoner from running away or using his arms and hands. In most cases, the frozen prisoner has no means of escape or combat. However, characters with APS: Fire or Plasma can use their fiery nature to destroy the ice. Likewise, those with an Extraordinary/Superhuman/Supernatural P.S. can attempt to flex and break free of the ice. However this is done as a difficulty check (P.S. Attribute+d20 roll) against 50 for Extraordinary/Superhuman, and 40 for Supernatural. One of these checks is required for every 15cm of ice.
Damage: Characters that are encased in ice will suffer from hypothermia and endure 4d6 damage for every ten seconds they are encased. Most victims can escape an ice block only of it is shattered or melted. In warm temperatures (roughly 15-30 degrees Celsius) it takes 10-15 minutes per 15cm to melt enough to break free (half that time in 31+ degrees). Remains unmelted in freezing temperatures.
Encasing the head in ice will immediately cut off the oxygen supply, causing suffocation. Dizziness will occur within one minute, unconsciousness in two and suffocation with 4d4x10 seconds thereafter. If only the head is covered, the victim is -2 to strike, parry and dodge, but still free to run to get help or try to free his/herself.
7. Generate Ice:
Range: 6x6m area, up to 30m away.
Attacks per Round: Counts as one action.
Generating ice creates a thin coating of ice which can be made to cover objects, the ground, floors, ceilings, walls, even animals an people. The character can control his/her power with such proficiency that he/she can over everything in his/her radius or one specific object or person.
The coating is 7mm thick. If the used to coat a living creature, it does 1d6 points of damage and causes discomfort, but does not impair movement.
Coating a window/glass will make looking through it impossible (only vague colors, lights and shapes can be seen).
Coating the ground will impair movement, reducing speed by half. At half speed there is a 50% chance of slipping and falling. Trying to travel at full speed, there is an 80% chance of slipping and sliding 4d6 meters. Each time a person falls, he/she loses intiative and two actions.
Freezing the water is also possible, at 100 liters every 10 seconds.
8. Ice Sled
Range: 1 mile (1.6km) per minute.
Duration: 15 minutes per 30ft (10m) before melting
Attacks per Melee: All attacks are used up while making an ice sled.
This ability is much the same as generating ice, only slides that enable travel are formed. The ice character is so adept at controlling ice that he or she will never slip on the slides. The ice sled will support 500 lb. per level of experience and will be able to stretch across a quarter of a mile every fifteen seconds (1 melee). If the character is attacked when performing an ice sled manoeuvre, he/she may attempt to parry by pivoting the ice around so as to act as a shield (100 M.D.C) however he has a -3 penalty and costs an attack per melee. But if the character doesn't wish to do this, then he/she can simply stop the manoeuvre in mid slide (air?) and dodge. parry, strike etc. The maximum distance possible to slide at one time is five miles before needing a two-minute break from generating ALL forms of ice. If ice is generated during the break time then take away a mile for every action involving ice generation for the next ice sled stints.
9. Other Abilities and Bonuses:
Impervious to cold(NO DAMAGE)
The character's normal weight is doubled when transformed into ice.
Can estimate temperature near or below freezing within 1d4 degrees of accuracy.
Exceptional balance on ice 70%+2% per level, and can instinctively ice skate or slide along ice at double running speed, with or without skates.
Physical Strength becomes extraordinary while transformed.
Natural Armor Rating when in ice form; A.R. 14. Physical attacks and gunshots that fail to penetrate do no damage (unless specifically noted when applying to dense targets). Heat
Natural Amour when in ice form; M.D.C: 300. Rail Guns and magical M.D.C weapons like knives and swords, do one half their normal damages. That is how effective a protection of ice can be.
Ice Armour regenerates at a rate of 6D6 M.D.C per minute.
Lasers do NO damage, reflection and bouncing off the reflective surface of the ice.
Explosives, including grenades, dynamite nitro and plastic explosives, all do half damage.
Supernatural punches do half damage.
Fire, electricity, Psionics and other attacks do full damage.
The character's normal weight is doubled when in ice form
(including I.R. & U.V. lasers), sonic/vibration, or explosive attacks do double damage. Photonic Lasers do NO damage.
+50 S.D.C. in Ice form.
Horror Factor 12
Superior Energy Expulsion Powers
The ability to generate huge bolts of Cold and Ice and discharge them at will. The main difference between these three powers is the amount of damage inflicted and the various special effects that come with the specific energy type.A chilling bolt of cold, ice, and/ or sleet can be directed at victims. Taking more than 30 points of cold damage in a melee will reduce the victim's combat bonuses and speed by a cumulative 10%, and wears off in 1d4 minutes. A being that loses all S.D.C.tm in this manner falls into cryo-stasis and must be revived. Using heat (even Energy Expulsion: Fire or Microwave!) will revive the victim in 3d4 minutes with little, if any, side effects. Anyone losing hit points and S.D.C./M.D.C.tm are +25% vs coma/death and get 3d4 hit points back when revived.
Those in environmental armor will not be affected by this power's numbing effects and will not lose bonuses or speed or enter cryo-stasis. Using this power it is possible to build up amounts of ice, equal in physical S.D.C./M.D.C.tm to the damage rolled. Each attack keeps adding strength to the ice. Also see the Alter Physical Structure: Ice power in Heroes Unlimitedtm for notes on ice sheets, encasing in ice, etc. (Example Character that take ½ damage to cold and ice also take ½ damage from a cold Energy Bolt, Laser Refractive allows take ½ damage from a light/laser Blast.)
Incremental Blasts: The character can limit his bursts from level one. 1D6, 2D6, 3D6, 4D6, 5D6, 6D6, 7D6, 1D6x10 are the damage levels.
The following table is for the section of the body where the beams are emitted.
Both arms together (must be touching each other).
Advanced Superior Energy Expulsion: ice
Range: 600ft maximum (183m)
Damage: 2D6x10 M.D + 10 M.D per experience level.
Attacks per Melee: Each Full Power Blast Counts as a full melee attack. Incremental Blasts can be fired equal to the character’s hand to hand.
Bonuses: +4 Aimed strike, +2 for wild shot.
Ranged Attack: Cold
Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).
Duration: Four melees per level of the warlock.
Saving throw: None
This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.
Advanced Energy Expulsion' Substance Cold/Ice
Characters with this power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally available at level three (see pg. 72 of HU 2nd Ed.). In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'.
Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action.
Note 1: Some GM's preferred the 'old' style of this power, in which players could sacrifice attribute points or S.D.C.tm to acquire special effects. If you prefer it that way, let the player pick one special effect per two selections of penalties from this list:
-1 penalty on the character's I.Q., M.E., P.S., P.P., or P.E. (player picks one).
-2 penalty on the character's M.A. or P.B. (player picks one).
-2 penalty on the character's Spd., or -10 MPH from the top speed for super speed or flying characters.
-1 to save vs. poisons/toxins.
-1 to save vs. mental attacks (psionic, super power, or magical in nature).
-1 to save vs. magic.
-3 penalty on hit points.
-7 penalty on S.D.C.tm (or M.D.C.tm if in Rifts®)
Lose one secondary skill (spent the time developing the special effect).
Note 2: GM's might also decide to let the 'blaster' characters develop a special effect or two during the course of campaigns, as levels are gained. The special effect should be limited to being used with only one specific energy or ranged attack.
Note 3: Beings with Super- Energy Expulsion could trade their Aura Effect and Ricochet Blast for other powers listed here, and instead of having to focus those powers they could use them at will (and so use of them isn't mutually exclusive and no attacks are required to enable them). If this is done all penalties, bonuses, and range reductions are cumulative. The effects can, of course, be turned off to have a normal ranged blast.
Players may choose to use each of these special effects from this list.
This power lets the character create three kinds of damaging matter to attack with. Choose one kind of matter to project.
Liquid: Liquid substances will hang on a target for 1d4 melees and cause another 1d6 plus the level of experience in damage each melee unless the victim takes two attacks to shake it off (no dodges, parries, or strikes during that time). cryogenic liquid (cold based attack).
Solid: The player could project some form of solid matter. This is a spray Ice needles, Ice blades.
Special: If the player desires, the ice can be non- damaging and instead have a 'trapping' effect. Liquid or solid matter can be used to 'gum up' a machine, bond someone's feet to the floor (breaking free requires heating agents or a combined P.S. of at least 20, plus the level of the ice creator), repetively used to create a barrier (each use would add 20 S.D.C.tm to a barrier, +10 per level), hold doorways shut, create a slippery surface. There are many useful effects possible for the Ice substances. Affects
Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible or APS: Mist super beings, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires).
Armor Piercing: The blasts are super- focused and able to punch through tough structures. For strike purposes, treat them as you would armor piercing bullets - good for those pesky APS: Metal fellows! Add a +2 to strike at level one, +1 more at levels four, eight, and twelve. Apply this bonus only when attacking targets with an armor rating, natural or from body armor. Think of it more as lowering a high A.R. rather than as a strike bonus. A natural roll of 18-20 will partially penetrate forcefields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range.
Aura Effect: Same as ability #3 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed. Me? I'd change the range to 10ft +2ft per level of experience and increase the damage to 3d6 +1 per level of experience (it has to keep up with Energy Expulsion: Electrical Field), both for this special effect and the Super- Energy Expulsion version.
Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per melee to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.
When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target.
Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes.
Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!)
Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more.
An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)!
Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.
The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack).
Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! A strike roll must still be made every melee, but if the roll is between 1 and the target's A.R. then only half damage is done to the target (a quarter of the normal attack power maximum).
This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound.
Range of this effect is only five inches, plus one inch per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired.
Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 10ft square section) has to be depleted.
Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 30ft. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done.
While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R.
Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability).
Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. The explosive blasts have half the normal range.
Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power.
Note: These extra attacks cannot be used with any extra damage blasts (as per below) or with super blasts fired by Super Energy Expulsion or Power Blast.
Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range.
The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Invulnerable, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst).
Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range.
Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss).
It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce.
Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher).
Phasing: The power can pass through one object (plus one more at levels three, six, nine, and twelve) without damaging it and do full damage to a target just beyond it. If used on a character wearing armor, it passes through the armor and the character. Useful in hostage situations, for penetrating walls, against vehicles, and when fighting in crowded conditions. This power will not penetrate any sort of force field and the phasing blasts have half the range of a normal shot. Best combined with some sort of penetrating vision.
Protective Field: The character can coerce his attack power to encircle himself, shielding him from attacks. The barrier acts like a low power force field that absorbs all damage (no A.R. - total shielding). It has an S.D.C.tm base of 40, +5 more per level of experience, and recovers at a rate of 4d4 S.D.C.tm per melee. When the attack power is bent into a field, it cannot be used to fire ranged attacks.
The shield does a quarter of the normal damage or 1d6 damage (whichever is more) to those who touch the field. Also add this damage to any hand to hand strikes or melee weapon attacks. This special effect requires some concentration to maintain - the character loses one melee action and -2 on initiative when it is in use.
The shield takes no damage from similar energies (fire, heat, and microwaves can't damage a flame shield, lasers can't affect a light shield, etc.) Kinetic energy shields are the only exception, which instead are resistant to kinetic energy/ impacts and take half damage from them. The shield absorbs half the damage from falls, heavy impacts (like ramming attacks), and supernatural strength attacks - the other half hits the character. All other damage is soaked up by the barrier.
Halve the shield recovery rate, halve the S.D.C.tm base, and turn both into M.D.C.tm for Rifts®.
Ricochet Blast: Same as ability #4 described in the Super- Energy Expulsion power, page 293 of HU 2nd Ed.
Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three.
One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleportation, no shape shifting, no control powers, etc.) The spheres have range of attack of 90ft +10ft per level of experience (which is 120ft at level three). Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).
Matter Shaping' With Ice Only
This power is a simple idea with many possible applications. By holding or touching objects the character can reshape non- living matter! The act takes full concentration - no attacking, defending, or walking is possible. Something to remember with this power is that it is usually not necessary to destroy all of an object's S.D.C.tm to render it useless - doors can be circumvented by cutting out the lock and a window can be bypassed without breaking it by cutting the glass.
Sculpting and modeling skills gain a +20% bonus! Even better than using tools for this, the character can take the hardest stone and the toughest metal and shape those into works of art as easily as us normal’s use clay and putty.
Those with locksmithing skills can 'will' key blanks (or keys that are already cut) to form into copies of a key. Doing so takes 1d4+4 minutes if using a key blank to determine the shape of the lock, or a mere two minutes if a key is available to copy. Make a standard skill roll. Failure means the character has to try again in another minute.
Degrading objects is also possible! The character can do one point of S.D.C.tm damage to non- living matter per melee of concentration (it's easier to destroy than to create). At level three, increase this to 1d4 points of damage per melee.
Working on M.D.C.tm matter is also possible when in a Rifts® environment. The same repair/ degrading rate applies (the strength of the material matters not - the molecules themselves are manipulated).
These moves are used by other martial artists, but have (to a certain extent) been adopted by the Water Benders as their own. The following moves are available from those listed in Ninjas and Superspies/Mystic China: All Body Hardening Exercises, including Demon Hunter Exercises (except Control Revulsion and Demon Wrestling); the Atemi Abilities of Neural Atemi, Blood F low Atemi, and Grasping Hand Atemi; Chi Awareness (must be taken separately from any other Chi Power, as must all other abilities that are normally automatic for selecting a Chi Power); the Martial Arts Techniques of Falling and
Breaking, and the Chi Ball Kata.
Ice sword: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular sword
Ice dagger: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger
Ice Stars: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star
Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit
Soul freeze: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)
Foxes Blessing: instantly heal self and up to 2 people touched of all damage, Curses, diseases or ailments
Ice blast: 1d10*10/lv or freeze opponent into a 20ft block of ice no act 20act +1d10/act
Water Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90
Water Fist: P.S. +punch +1d10*10 +auto knock down &knock back 1ft/dmg point.
Water Kick: P.S. +kick +1d10*10 +auto knock down &knock back 2ft/dmg point.
Water Leap Fist: P.S. +Wind Fist*2,
Water Leap Kick: P.S. +Wind Kick*2,
Water Spirit fist: Wind Fist or just fist attack 5 +5ft/lv,
Water Spirit kick: Wind Kick or just kick attack 5 +5ft/lv.
Water weapon: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int.
Water star: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int.
Defense Aura of Water: PE+ ME +150 +150/lv aura force field.
Rasengan, '螺旋丸', literally "Spiraling Sphere"
The Spiraling Sphere is a technique invented by the A ninja Water Bender with the power of hydro kinesis after three years of development. It requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and water-walking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user. Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing 3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds, either.
The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly, like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.