Water
Witch (Cyana Martok)
PL 10 (148 pp)
Abilities: Str 12, Dex 14, Con
14, Int 14, Wis 12, Cha 16
[22 pp]
Attack: Melee +4, Ranged +4 [8 pp]
Defense: +4 (+2 flat-footed) [8 pp]
Initiative: +2
Damage: +1 hand to hand, +5 bludgeoning, slashing or
piercing with ice weapons, +10 with Blast, Trip, Snare, Suffocate or Stun
Saves: Toughness +6 (+12 in ice armor, 6 Impervious, +14
in robe), Fort +2, Ref +2, Will +6 [5 pp]
Skills: Acrobatics 2 (+4), Bluff 4 (+7, +11 vs. those who
might find her attractive), Climb 0 (+1), Concentration 2 (+3), Craft
(artistic) 4 (+5), Craft (structural) 2 (+3), Craft (chemical) 2 (+3),
Diplomacy 2 (+5, +9 vs. those who might find her attractive), Disable Device 2
(+4), Disguise 2 (+5), Escape Artist 2 (+4), Gather Information 8 (+11), Handle
Animal 2 (+5), Intimidate 4 (+7), Investigate 2 (+4), Knowledge (arcane lore) 4
(+6), Knowledge (philosophy and theology) 2 (+4), Knowledge (life sciences) 4
(+6), Knowledge (earth sciences) 2 (+4), Language (Galstandard),
Language (Envoy, native), Language (Cetacean), Medicine 4 (+5), Notice 2 (+3),
Perform (stage magic / fortune telling) 4 (+7), Profession (witch) 4 (+5), Ride
2 (+4), Search 0 (+2), Sense Motive 4 (+5), Sleight of Hand 2 (+4), Stealth 4
(+6), Survival 2 (+4), Swim 6 (+7)
[22 pp, 88 ranks in skills]
Feats: Artificer, Attractive 1, Distract (perform),
Fascinate (perform), Environmental Adaptation (aquatic), Fearless, Hide in
Plain Sight, Ritualist, Second Chance (mind control),
Trance, Well-Informed
[11 pp]
Powers:
Device 1 (hard to lose, special ‘wizards robe’ of a
fluidic material that confers Protection 2 (Subtle) and that she can
manipulate at will to act as Quick Change 2) [4]
Protection 4 (hydrokinetic cellular reinforcement,
Power Feat: Subtle) [5]
Force Field 6 (ice ‘armor’, Extra: Impervious) [12]
Strike 4 (ice weapons, Extra: Variable effect
(bludgeoning, slashing or piercing damage), Power Feat: Mighty) [10]
Element Control 10 (water, Heavy Load 12 tons (24
tons with concentration), Power Feats: Precise,
Alternate Power – Blast 10 (water jet),
Alternate Power – Trip 10 (water cannon, Extra: Knockback),
Alternate Power – Trip 7 (riptide, Extras: Area
(cone), Knockback),
Alternate Power – Obscure (visual) 10 (pea-soup fog,
Extra: Independent),
Alternate Power – Snare 10 (ice-bonds, Extra:
Regenerating, Flaw: Action 1 (full-round action)),
Alternate Power – Stun 10 (hydrostatic shock,
Extra: Range 1 (ranged), Flaw: Action 1 (full-round action)),
Alternate Power – Suffocate 10 (Extra: Range 1
(ranged), Flaw: Distracting),
Alternate Power – Weather Control 10 (hamper
movement ½, distraction DC 5, driving rains / slippery surfaces over a 5000’
radius, Extra: Continuous, Flaw: Action 1 (full-round action)),
Alternate Power – Animate Objects 9 (water
‘elementals’, Extra: Liquids (only), Flaws: Action 1 (full-round action),
Limited (water (fresh or salt) only)),
Alternate Power – Healing 1,
Alternate Power – Create Object 2 (super-hard ice
sculptures, Extra: Continuous, Flaw: Action 1 (full-round action), Power Feats:
Innate, Precise, Progression 4 (100’ cube)) [32]
Swimming 4 (25 MPH, Power Feats:
Alternate Power – Super-Movement 2 (water walking
2),
Alternate Power - Speed 1 (surfs on a wave of water))
[6]
Immunity 3 (thirst (but not hunger), environmental
cold, environmental pressure (water only), own powers) [3]
[71 pp]
Abilities 22 + Atk/Def 16 +
Saves 5 + Skills 22 + Feats 11 + Powers 72 = 148 pp
24 tons of water (full round action to summon)
Typical humanoid Water ‘elemental’
Str 34, Dex 10, Con –, Int –, Wis 10, Cha – [-30]
Attack: +6 melee, +6 ranged (includes -4 from Size) [20]
Defense: +4 (includes -4 from Size, +1 flat-footed) [16]
Saves: Toughness +14, Fort -, Ref +0, Will +0 [8]
Skills: Swim 4 (+12) [1]
Feats: Environmental Adaptation (underwater) [1]
Powers:
Immunity 30 (Fort save effects), [30]
Growth 12 (Size Gargantuan, +24 Strength, +6 Toughness, -4
Atk / -4 Def, +12 Grapple, -12 Stealth, +6
Intimidate, 32’ tall, 16-24 tons, 20’ space, 15’ reach, Extra: Continuous,
Flaw: Permanent), [48]
Alternate Form (liquid) 9 (Insubstantial 1, Swimming 4 (25
MPH, AP: Speed 1), Suffocate 10 (Extra: Link to Snare), Snare 10 (Extra:
Engulf, Link to Suffocate, Flaw: Duration 1 (concentration), Concealment 2
(visual, Flaw: only underwater), Elongation 3, Extra: Continuous, Flaw:
Permanent)) [45]
Combat: Attack +6, Damage +12, Defense: +4, Toughness: +14
Rank 9 (135 pp)
Cyana was born on a world known as Envoy, which is essentially a
giant ocean, with scattered islands covering less than 10% of the planet’s
surface. The settlers of this world are the hyperintelligent
descendents of the modified cetaceans born from the ‘Uplift Uprising’ of 2187,
when a dozen genetically modified servant species turned on the cabal of rogue
scientists who had uplifted them, and sued the nascent world government for
citizenship status.
On a world dominated by sentient whales and dolphins, the
few humans living on the hundreds of far-flung islands developed a surreal
mystical world-view, and Cyana is a product of that
society, a practicing ‘water witch,’ able to manipulate the currents of water,
like almost all of the women of her world, but with supernatural efficiency.
Where the average human resident of Envoy can manipulate a few pounds of water,
making it dance and spin through the air, Cyana can
make tons of water dance intricately through the air,
and even freeze it in place, to form sculptures (or icy snares to imprison
foes). Able to pull water from the skies over a mile radius, or manipulate the
water in the cells of another to drive them into hydrostatic shock, Cyana is, by her worlds standards, the most powerful witch
ever seen, and the people of her world are both proud, and yet incensed that she
has chosen to take her gifts off-world to serve the galaxy, and not just her
own peoples. (Her cetacean spiritual advisors, on the other hand,
whole-heartedly approve.)
Originally something of a ‘glass cannon,’ after her
rejection from the Freedom Legion, she communed with her advisors, who
suggested that she had left Envoy for a reason, and that she should tap the
arts of science to find her applications for her great gift. And so she began
her studies of the workings of her own body, and learned to reinforce the
cytoplasm within her own cells, so that any force applied to her was cushioned
by the fluid content of her body. Now able to take the hardest punch, or even
the swing of a sword, with little or no harm, she was not satisfied, galled at
the vulnerability she had shown at the tryouts, and researched the ancient
armors of Earth’s past, learning to create ‘plate armor’ of ice over her form
to serve as protection, and even to craft weapons of ice. Thanks to her aquakinetic prowess, these armors and weapons are
weightless in her grasp, supported by the power of her spiritual connection to
the forces of water.
Arriving to combat on a wave of water, her tactics vary
depending on the presence of her team-mates. Her Obscure and Weather Control
effects will not be used if they will hamper her allies, and if water is
present in quantity, she will often whip up the largest Animation she can, and
send it loose, standing ready with icy armor and blade to administer a
thrashing to anyone who comes near her person. If this is not an option, she
will often start with a rushing wave of water to trip and knockback
all present, and then begin individual attacks with Snares or Suffocate or Stun
attacks, all of which require effort on her part (represented by a full-round
action to activate or the distraction flaw) to assist her team-mates in
‘locking down’ powerful foes. If she cannot find the time to make use of her
more complex ‘spells,’ she will instead simply throw people around with trip / knockback attacks, or blast them with crushing blasts of
water (a last resort, as she considers it ‘unsubtle,’ although she
paradoxically doesn’t consider sending a 24 ton squid of seawater after someone
‘unsubtle…’).
Only once has Cyana used her
powers to draw the moisture out of another living being as an attack. The
effect seemed extremely painful, and she has decided not to add this 'spell' to
her repertoire.
Cyana is human, despite her colonial birth and 'alien' upbringing on
a world that eschews technology. She notably cannot breathe underwater, and
while she can move the water around herself to allow unimpeded function
underwater, she is not 'naturally' aquatic or amphibious. In appearance, she is
tall and willowy, with waist-length long straight black hair, large dark eyes
and deeply tanned skin. She is in good shape, with a lean swimmers build, and
wears the traditional 'witch's robe' of her people, which, despite the name, is
a short-cut sleeveless tunic and leggings, with bare feet and arms. At one hit
sits a decorative dagger, but it is a tool for sorcery and has no effective
cutting edge, and on the other, a sleek water-proofed satchel holds an
assortment of magical components and items of personal significance to her.
Each item of shell or driftwood or seaweed within has a particular story, and
represents a specific lesson on her journey to sorcerous
awareness. She takes them out and handles them, reviewing the lessons of her
past, and how they apply to her actions and choices of the previous day, each
evening.