Amphibious [9]
Water Pressure Resilience [5]
Deep Ocean [5]
Temperature Tolerance: Cold [1/lvl]
Frost Resilience [5/lvl]
Gills [9]
Nictitating Membranes [1/lvl]
Speak Underwater [5]
Detect Water [3]
Acute Sense (Water) [2/lvl]
Extra Uses [1]
Slippery [2/lvl]
Walk on Liquids [8]
Terrain Adaptation: Snow [5]
Terrain Adaptation: Ice [5]
Control Water [14/lvl]
Mighty Control [5]
Mist-Step [20]
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Extra Range [5]
Slipstream [19]
I you already have Amphibious [-7]
Speed Boost [6/lvl]
Hydro-Blast [13]
Ice Lance [12]
Blood-to-Ice [9]
Ice Knife [11]
Cost: 9 points
Advantage: Amphibious
Base 10. Divine Power Origin -10%
You are equally at home in the water and on land. You suffer no penalties to DX or Move when swimming.
Cost: 5 points
Advantage: Pressure Support 1
Base: 5. Divine Power Origin -10%
This power allows you to survive at depths up to 100 meters deep without injury.
Options:
Deep Ocean [5]
Allows you resist the pressure of diving 10 times deeper, reaching depths of 1000 meters under water before the pressure starts to get to you.
Cost: 1 point / level
Advantage: Temperature Tolerance
Base: 1. Divine Power Origin -10%
Samudrānadi's blesses on your body, naturally attuning it to lower temperature environments. Each level of this power expands the lower end of your zone of natural tolerance for cold environments by an amount equal to your HT. For ordinary humans, this zone is 55° wide and falls between 35° and 90°. This offers no special resistance to acute applications of cold or ice.
Cost: 5 points / level (Max level = Rank Modifier)
Advantage: Damage Resistance [3]
Base: 5. Limited (Cold/Ice) -40%, Divine Power Origin -10%.
Advantage: Damage Resistance [2]
Base: 5. Limited (Cold/Ice) -40%, Fatigue Only -20%, Divine Power Origin -10%.
Samudrānadi's Blessing hardens your body against the cold granting you 1 DR against attacks based in cold such as breath weapons, ice lances, and cold beams. Because Cold attacks often deal Fatigue damage as well, the DR provided by this boon also applies to cold based Fatigue damage
Cost: 9 points
Advantage: Doesn't Breath (Gills)
Base 20. Gills -50%, Divine Power Origin -10%
Details: You can breathe indefinitely in water. Note: In GURPS, this is "Doesn't Breathe (Gills -50%)".
Cost: 1 point / level (Max Level = Rank Modifier)
Advantage: Nictitating Membranes
Base 1. Divine Power Origin -10%
Transparent "third eyelids." Each level gives +1 DR to the eyes and +1 to HT rolls to resist eye-based irritants (like sand or spray).
Cost: 5 points
Advantage: Speak Underwater
Base: 5. Divine Power Origin -10%
This power allows you to form words clearly through water so other aquatic creatures (or people with this blessing) can understand you.
Cost: 3 points
Advantage: Detect (Water)
Base: 10 points, Divine Power Origin -10%, Mana Cost (2) -10%, Requires Cooldown (15 seconds) -20%, Limited Use (4/day) -20%, Onset (1 min) -10%.
Cost to Activate: 2 Mana
You can sense the "presence" of Samudrānadi's domain nearby. With the expenditure of 2 mana and a full minute of concentration to align you mind with the sense and then search for the closest source of water. You may have the power ignore any sources of water you are already aware of before you activate this power.
Make a Perception roll with penalties based on the long distance range penalties table depending on the range of the water to be detected based. You then know the general direction of the closest source of water around you. You then make an IQ roll to analyze the information you gather using this '6th sense' to determine the approximate distance to and size of the water as well as the general state of the water (Salt or fresh, clean or poluted, for example).
Options
Acute Sense (Fire) [2 points / level]: You gain +1 to your Perception roll when used to detect the water using this power, effectively extending the range of the skill.
Extra Uses [1 point]: Double the number of uses per day.
Cost: 2 points / level (Max Level = Rank Modifier)
Advantage: Slippery
Base 2. Divine Power Origin -10%
Your skin is coated in a thin, watery film. Each level gives +1 to rolls to escape a grapple or to any DX roll to squeeze through tight spaces.
Cost: 14 points / level (Max Level = Rank Modifier)
Advantage: Control (Water/Ice/Mist)
Base 20. Movement (levitation) +5), Requires Concentration -15%, Short Range -10%, Cost Mana (2) -10%, Divine Power Origin -10%.
Cost to Activate: 2 Mana
By spending 2 mana and concentrating on an existing source of water, ice, or steam, you seize control of a 1-meter area (1 hex) containing up to 50 lbs (22kg) of the material. Any attempt to control water beyond 1 meter subtracts the distance from your IQ roll. While maintaining concentration, you may perform one of the following:
Hydro-Shield: You swirl the water/steam into a protective veil. Provide DR 4 (Cold/Fire only) to allies within or behind the hex. If using Ice, it provides DR 2 (All Physical) but is Semi-Ablative (loses 1 DR per 10 damage taken).
Phase Shift (Quench/Boil): You may instantly change the state of the 50 lbs of ice, water, or mist/steam you control. (Ice cannot be turned directly into mist)
Water to Ice: Creates Difficult Terrain (DX-2 to stand).
Water to Steam: Creates Obscurement (-4 to Vision through the hex).
Slick/Tide: You "walk" or stretch the water up to 2 meters. Any hex the water moves into becomes Slippery (Requires a DX or Acrobatics roll to move through without falling).
Drown/Suffocate: You force a sphere of water over a target's head. Quick Contest: Your IQ vs. Target's HT. On a failure, they begin to Suffocate (B436). They can attempt to break free on their turn with a ST-4 or DX-4 roll.
Mass Condense/Disperse: Instead of controlling a hex, you may instantly clear all fog/steam in a 10-meter radius, or pull all humidity from the air to fill a small vessel.
Ice Bind: Attempting to turn water into ice to trap someone in the ice requires a Quick contest of your IQ vs their DX or Dodge. Bound targets can't move and suffer -4 dx and -2 dodge.
A bound victim can roll against ST to burst free of the ice (a Quick Contest vs. the Ice's ST which = 10 + the level of the power.),
Alternatively the ice can be destroyed, the binding ice has DR = to your Hydro-Shield DR, and HP = this powers level x 2.
Flow/Tide: "Walk" or stretch water up to 2 meters. You can use this to create Slippery hexes (DX-2 or fall) or move small floating objects.
Mass Condense: Instead of moving water, you can instantly pull humidity from the air to fill a small vessel or extinguish a torch-sized flame by dousing it with condensed moisture.
Water Control Level 2
Phase Shift: You can now instantly change the state of your controlled water from ice to mist or mist to ice.
Tidal Surge: You can surge the volume of your controlled water, allowing you to Shove an enemy using your IQ+2 as your effective Strength.
Hydro-Buffer (Reaction): You can use your Reaction to intercept physical or elemental attacks, applying your Hydro-Shield DR to the incoming damage.
Purify: You can touch a volume of water (up to 5 liters) to instantly filter out salt, mundane poisons, or sediment, making it safe to drink.
Water Control Level 3
Scalding Cloud: Your Phase Shift becomes more violent, you can now heat the water as you transition to steam.
Boiling Steam now deals 1 point of Burning damage to anyone in the hex per turn.
Drown/Suffocate: You force a sphere of water over a target’s head. This is a Quick Contest: Your IQ vs. Target’s HT. On a failure, they begin Suffocating (B436) as long as they stay in the hex.
Additional Levels:
Gain +1 hex (and +50 lbs.) of water controlled.
Gain +2 DR with Hydro-Shield.
Gain +1 move for distance water can be moved.
Gain +1 IQ rolls specifically to use this power.
Options:
Mighty Control [5]
Double the Weight of water you can manipulate.
Cost: 20 points.
Advantage: Warp.
Base 100. Range Limit (10 meters) [-50%], Reliable (+2) +10%, Visible (Turns into mist) -10%, Mana Cost (2 MP) -10%, Preparation Required (1 second) -10%, Divine Power Origin -10%
You momentarily dissolve into a cloud of vapor and reform up to 10 meters away. You must have a line of sight to the destination. This bypasses physical barriers like bars or grates that mist could pass through. It takes at least one round to prepare to step before you move. Make an IQ -3 roll to activate the power (you can reduce this penalty by taking longer to prepare.
Options:
Carrying Capacity (light) [10]
Carrying Capacity (Medium) [20]
Extra Range [5]
Double your range to 20 meters, teleporting beyond 10 meters causes an additional -1 difficulty penalty.
Cost: 19 Points (If the character already has the Amphibious Advantage from another source this costs 12 points instead)
Advantage: Enhanced Move 1 (Water) [13]
Base 20. Limited Duration [10 minutes] -30%, Costs Mana (1) -5%, Divine Power Origin -10%, Link +10%
Linked Advantage: Amphibious [6]
Base 10. Limited Duration [10 minutes] -30%, Accessibility (Only during Slipstream) -10%, Divine Power Origin -10%, Link +10%
Cost to Activate: 1 mana
You take a concentration action to manifest the power of Samudrānadi's blessing to take control of the water around your body to propel you through the water. For 10 minutes you gain Enhanced Move (water) allowing you to move at up to double your normal movement speed through the water. You can only accelerate or decelerate by an amount equal to your move speed in a single turn so it takes at least one round of movement to get up to speed. Moving at high speeds limits maneuverability.
Options:
Speed Boost [6 points / level, max level = 1/2 Rank Modifier]
Each level of Speed Boost increases your top speed by another multiple of your base speed.
Cost: 5 points each
Advantage: Terrain Adaptation
Base: 5. Divine Power Origin -10%
When you are given this blessing it applies to either Snow or Ice, not both.
You ignore the Move and DX penalties for moving across ice or through deep snow.
Cost: 8 points
Advantage: Walk on Liquids
Base: 15. Limited Duration (10 min) -30%, Cost Mana (1) -5%, Divine Power Origin -10%
Cost to Activate: 1 mana
You can walk on the surface of water as if it were solid ground. If you are knocked prone or stop moving, you don't necessarily sink unless you choose to. Once activated for 1 mana the power last for 10 minutes, when the power it about to explire the user may extend the use by paying an additional mana.
Cost:13
Advantage: Innate Attack (2d-1 Crushing)
Base 9. Cone (2m) (+70%), Reduce Range (1/2D 1/5) -10%, Reduced Range (Max 1/50) -20%, Double Knockback +20%, Costs Mana (2) -10%, Divine Power Origin (-10%)
Cost to activate: 2 mana
You shove your open palm towards your opponents and a blast of water issues forth shoving your enemies away from you. Roll your Innate Attack (Emanations) to hit each target in your area of effect. This attack deals 2d-1 crushing damage and has a chance to push your opponents away from you. Deal with the damage normally then determine pushback (not actual damage), you take your damage roll (Before DR) and double it, then compare that to your opponents ST-2. Divide your doubled roll by their ST-2, every whole number you get as a result is 1 meter the target is pushed back.
Cost: 12
Advantage: Innate Attack (2d-1 Impaling)
Base 15. Range (1/2D x2) +5%, Range (Max 1/2) -5%, Cost Mana (2) -10%, Divine Power Origin (-10%)
You conjure a lance of smooth ice and launch it at your target. Roll your Innate Attack (Projectile) to hit your target. The attack has the following stats:
Range: 1/2D 20, Max 50, Acc 3, RoF 1, Shots N/A, and Recoil 1.
Cost: 9 points.
Advantage: Innate Attack (1d+1 ).
Base 13. Accessibility (wet target) -10%, Jet +0%, Cost Mana (2) -10%, Divine Power Origin -10%
You blow out a freezing wind in a 1 meter wide line that targets a enemy in front of you. The subject must be wet to be susceptible to the attack, then you roll Innate Attack (Emanation) against that target. The range for the attack is 1/2D 5, Max 10.
Cost: 11
Advantage: Accessory (Ice Dagger) [1]
Base 1. Fragile -10%, Limited Duration (10s) -30%, Takes Recharge -10%, Link +10%, Divine Power Origin -10%
Linked Advantage: Innate Attack (1d-1 Fatigue) [8]
Base 7. Persistent (10s) +40%, Follow-Up (Ice-Dagger) +0%, Takes Recharge (15s) -10%, Accessibility (Only with Ice Dagger) -20%, Link +10%, Divine Power Origin -10%
Alternate Advantage: Innate Attack (1d Fatigue) [8/5]
Base 10. Explosion +50%, Range (Thrown Dagger) -30%, Takes Recharge (15 s) -10%, Accessibility (Only With Ice Dagger) -20%, Cost Mana (2) -10%, Link +10%, Divine Power Origin -10%
Cost to Activate: 2 mana
You spend a round to concentrate and spend 2 mana as a dagger made of ice manifests in your hand. For the next 10 seconds you can attack normally with the dagger, any time you deal hp damage to someone with the dagger it also deals 1d-1 fatigue damage. After 10 seconds the Ice Knife shatters in to a chill mist. It can be taken, or disarmed as a normal dagger.
Alternatively, once conjured the knife can be thrown. Once thrown it behaves as a grenade exploding on impact. Thrown the knife as you would throw a normal knife, if it hits it deals damage as a the Ice knife normally does before it explodes. If it is blocked or parried it just explodes and if it's dodged or it misses entirely determine where it lands to explode.
The Explosion deals 1 Fatigue Damage for every second remaining of the 10 second duration, this is reduced by 1/3 per meter any target is away from the dagger when it explodes.
Once the knife is gone it can't be resummoned for 15 seconds.