Flooder by the Xaoswolf The flooder is a psychic who has a mastery over the element of water. While relatively weak while in land, they can work wonders in humid areas, and can even beat out bursters and zappers over open waters. The only limitation of the flooder is that they need a source of water to draw apon, this can be a lake or river, the humidity in the air, or even another living thing (ie; a cactus or if an evil psychic, a living person.) 1. Breath under water: A flooder can breath under water. This can be done with no i.s.p. cost and for an unlimited amount of time. 2. Watery Robe: This causes water to form around the psychic, obscurring his form and creating a shield to the out side world. While useing this power the psychic is immune to air borne bacteria and chemicals as the water will act as a filter (Also while useing this power the psychic is breathing the water not the air). The water will also difuse land lasers (not blue-green lasers used in underwater combat. Also this power has no effect under water, except to attract the attenion of fish and predators. The currents created may seem like a wounded fish to a hungry shark.). Range: Self. Duration: 2 minutes a level. 3. Extinguish Flames: This is done by increasing the humidity around the flames until a small rain cloud forms over the fire to extinguish the fire. This will only work on wood or garbage fires, as it will spread a chemical fire, and possibly cause more problems with an electrictal fire. Also only small fires can be extinguished, from the size of a bonfire down anything bigger is impossible unless a group of flooders work together. Range: 20' per level. Duration: permanant. Cost:6 4. Water Pick: This is a small stream of water that can cut almost anything, including mega-damage alloys. It can be used as a weapon with the number of shots equal to the number of hth attacks. Range: 5'. Duration: instant. Cost: 4 i.s.p. per melee round. Damage: up to 1d6 s.d.c. plus 10 per every additional 2 i.s.p. cannot add more than 50 per level. (This power needs a good sized water source, like a bath tub, though a river works better.) 5. Walk on Water: With this power the psychic can walk on water. Rang e: self. Duration: 10 minutes a level. Cost: 10 i.s.p. 6. Sense water: The psychic can sense water in his surroundings. The water can be as small as a glass of water or as large as an ocean. The psychic must concentrate for one full melee before he recieves any information. The information recieved includes the size of the water, if it is moveing (like a river), how far away it is, and if it is drinkable. 7. Water Spout: This power allows the psychic to cause a surge of water to rise from a river, lake, or ocean to ram into a target causing massive amounts of damage and possibly, if directed at a boat, capsizing the target. Range: 100' +15' per level. Duration: instant, though it will drench the area. Damage: 6d6 MD. Cost: 20 i.s.p. 8. Dehydration: This allows the psychic to remove all the water from a target, either to make jerky, or to watch pesky dog boys shrivel up like raisins. Range 20' Duration: 1 round a level. Damage: 1d6 straight to the hp or mdc of the target. This power does not work on robots, undead, or other things that don't need water to survive. (note: a psi-stalker do need water to survive, only they take half damage) 9. The psychic can select three of the following powers or one power and hydrokinesis: resist thirst resist hunger resist fatigue levitation mind block increased healing impervious to cold Attribute requirements: none. though a high ME and IQ are good. P.P.E.: Most of the initial p.p.e. was used in the development of the psychic powers. The remaining permanant base is 2d6. I.S.P.: ME + 3d4*10 for the base, plus 10 per level I.s.p. is regained at a rate of 2 per hour of activity or 12 per hour of sleep or meditation. considered a master Psionic, needs a 10 or higher to save versus psionic attack. As usual the range and duration of the powers are increased by 50% whenever within 1 mile of a ley line, or range, duration, and damage are doubled when within 1 mile of a nexus point. Skills: When by a river, lake, or ocean the psychic is very cocky and sure of himself, but; the farther inland and away from the water the less sure of himself he gets. If away from the water the psychic will use weapon and highteck items. At first level the psychic can speak American and one other language at 90% proficiency, selects two piloting skills(one must be an aquatic skill. +15% for the apuatic skills +10% for others), and can select seven (at +10%) other skills. The only combat skill is hand to hand: basic this can be increased to expert at the cost of two other skills. The character can select 8 secondary skills without benifits. The psychic also get three additional skills at levels 4,8, and 12. available catagories are: Communications, domestic, electrictal: basic only, mechanical: automotive only, military: +5% to underwater demolitions, Physical: any except gymnastics, pilot, pilot related, rogue, science: astronomy, botany, and math only, technical, w.p., and wilderness. Standard equipment: Clothes, light mega-damage armor, backpack, utility/ ammo belt, sunglasses, food for a week, canteen, and personal items. Weapons will include a dozen spears, a knife, one energy and two non- energy weapon of choice. Vehicle will either be a hover cycle and a small boat( no bigger than 15'), a house boat/barge, or an amphibous APC(no hover capabilities) Money: starts with 5d6*100 in credits and 3d4*1000 in black market items. cybernetics: will never get them.