Power, Water Empowerment

The hero draws his power from water (rain, storms, the ocean, seas, etc.) and is likely to symbolize water, fluidity and deep thought or emotion.

Super Abilities include the following:

• Breathe without air for one hour per P.E. attribute point, after which the character needs to surface or acquire breathable air to refill his lungs. Requires three deep breaths. Can survive in the vacuum of space for half as long.

• Increased strength and abilities when, in the rain, soaking wet or in/under water: +8 to P.S. and Strength is Supernatural (becomes Augmented P.S. when trapped in a dry environment for more than an hour).

• Impervious to the cold and pressure of great depths and can survive any depth without any sort of breathing apparatus.

• Nightvision 1,000 feet (305m); can see in total darkness.

• Resistant to cold. Being cool and wet feels refreshing and exhilarating.

• Super-Healing. When immersed or soaked in water for more than 1D4 minutes, the Creature of Water bio-regenerates half of his missing M.D.C./Hit Points and S.D.C. Cold based attacks of any variety do half damage.

• Super-Swimming Ability: Swim skill at 98%. Maximum swimming speed is 10 mph (16 km/8.6 knots) per level of experience, floats on the surface of water without effort, can dive 1,000 feet (305 m) in two melee actions and leap up and out of the water 30 feet (9.1 m) above the surface of the water, or ride waves (any height) and leap off of them.

• Space Swim: The hero can swim in outer space, provided he has an environmental suit and air supply or other means of protection from the harsh elements of the void. Swimming speed is double his Super Swimming Ability above.

Underwater/Wet Bonuses (in addition to other bonuses from skills, attributes and other): + 1 on initiative and +2 on Perception Rolls, +2 to strike, parry, and dodge (automatic dodge in which the act of dodging does not use up a melee attack), +3 to pull punch and roll with impact, and +5% to skill performance due

to sense of superiority when in his aquatic element. All bonuses apply only when in or underwater, in the rain or soaking wet. In the latter case, the character dries off within 2D6xl0+6 minutes in dry, hot conditions; 3D6x10+12 minutes in cool, cold or hot and humid conditions.