Sharknado Effect:
Essentially, there are two components for a Sharknado — An F-5 tornado and unusual currents which produce agitate sharks. The F-5 tornado is considered to have Am (50) strength and can maintain itself by drawing on heat-charged waters for anywhere from 1 — 50 turns. As a side-effect, the weather conditions and warmer waters produce an agitation amid most sharks in a 400 mile radius. The agitation enrages the sharks to the point of attacking indiscriminately, while at the same time drawing up the sharks into the central funnel of the tornado. Unlike most tornadoes (Technically at this point it’s a waterspout), the tornado does not cause a vacuum — instead creating a perfect environment in which the sharks are maintained for short periods of time, able to move with generated currents and function within the ‘sharknado’ without requiring Endurance FEATs. So long as the F-5 maintains itself with strength and speed (Capable of going to Mn (75) strength), the Sharknado can continue. Rapid changes in temperature and/or compression will end the effect within 1d10 rounds, displacing the captured sharks and sending them crashing to the ground. A typical sharknado will have upwards of 100 — 200 sharks of various sizes and attack abilities, but the basics are as follows:
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Fe (2)
I: Pr (4)
P: Fe (2)
Health: 60
Karma:8
Popularity: 0
Resources: N/A
Talents:
None
Powers:
Sharks have adapted to marine environments, can move 3 areas per round in water, and have Ex (20) bite which halves effective body armor. In addition, due to the environmental conditions regarding the sharknado effect, the sharks are agitated and considered to have +1CS to bite and attack.
Contacts:
None.
Limitations:
Marine Adapted Environment: Sharks require water to live and many species must maintain locomotion for circulation.
Sharknado LImitations
Easily Recognizable Weather Pattern: Sharknados are easy to spot, especially after the first movie.
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