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TANIWHA
TANIWHA
Zac Te Huna
Cost Characteristic Value Roll Notes
15 STR 25 14- Lift: 800.0kg; HTH: 5d6; END: [2]
30 DEX 20 13- OCV: 7  DCV: 7
20 CON 20 13-
10 BODY 15 12-
4 INT 14 12- PER Roll: 12-
6 EGO 13 12- ECV: 4; Mental Defense: 0
10 PRE 20 13- PRE Attack: 4d6
2 COM 14 12-
5 PD 10   Total: 24 PD (14 rPD)
6 ED 10   Total: 24 ED (14 rED)
10 SPD 4   Phases: 3, 6, 9, 12
2 REC 10   Running: 6" / 12"
5 END 50   Swimming: 2" / 4"
0 STUN 38   Flight: 15" / 60"
 
TANIWHA | Summary
Real Name: Zac Te Huna Hair Color: Black
Concept: Energy Projector Eye Color: Brown
Affiliation: None Height & Weight: 6' 3" (1.90 m) / 231 lbs (105.00 kg)
Played By: NPC Date of Birth: October 4, 1987
Created By: Ben Langdon Place of Birth: Auckland, New Zealand
Cost Powers END
43 Taniwha Water Powers: Multipower, 65-point reserve, (65 Active Points); Must Be In Contact With A Body Of Water Equal To Or Greater Than Half His Own Weight (-1/2)
6u 1) Aquakinesis: Telekinesis (30 STR), Affects Porous, Fine Manipulation (65 Active Points) 6
2u 2) Create Fog: Darkness to Sight Group 5" radius, Personal Immunity (+1/4) (62 Active Points); Activation Roll 11- (-1), No Range (-1/2) 6
4u 3) The Drowning: Killing Attack - Ranged 1d6+1, No Normal Defense (LS: Self-Contained Breathing or Water breathing) (+1), Does BODY (+1) (60 Active Points); Limited Range 10" (-1/4), Concentration (1/2 DCV; -1/4) 6
5u 4) The Soaking: Change Environment 128" radius, Long-Lasting: 1 Hour, Reduced Endurance (1/2 END; +1/4) (62 Active Points); Extra Time (Full Phase, Only to Activate, -1/4) 2
6u 5) Water Blast: Energy Blast 13d6 (65 Active Points) 6
4u 6) Water Grapple: Entangle 5d6, 3 DEF, Costs END Only To Activate (+1/4), Entangle And Character Both Take Damage (+1/4) (60 Active Points); Nonresistant DEF (-1/4), Reduced By Range (-1/4) 5
 
25 Taniwha Powers: Elemental Control, 50-point powers
27 1) Protective Tattoos: Armor (14 PD/14 ED), Hardened (+1/4) (52 Active Points) 0
21 2) Spirit Energy Deflection: (Total: 50 Active Cost, 41 Real Cost) Missile Deflection (Any Ranged Attack) (20 Active Points); Costs Endurance (-1/2), Not Versus Magic Attacks (-1/4) (Real Cost: 11) plus +15 with Deflection (Real Cost: 30) 2
27 3) Spirit Movement: Flight 15", x4 Noncombat, Usable Underwater (+1/4), Reduced Endurance (1/2 END; +1/4) (52 Active Points) 2
 
8 Water Breathing: Life Support (Safe in High Pressure; Safe in Intense Cold; Water Breathing) 0
     
Cost Perquisites
3 Best Friend: Contact: Nostrum (Contact has: useful Skills or resources, Good relationship with Contact) 8-
3 Law Enforcement: Fringe Benefit: Federal/National Police Powers
9 New Zealand's Premier Hero: Reputation: A Hero For The People (A large group) 14-, +3/+3d6
   
Cost Skills
6 +2 with Taniwha Water Powers
3 Breakfall 13-
3 Conversation 13-
0 Everyman Skills
AK: Auckland, New Zealand 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (idiomatic)
PS: Architect 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
4 Language: Maori (idiomatic)
2 Navigation (Marine) 12-
3 Oratory 13-
3 PS: Rugby Player 14-
3 Persuasion 13-
12 Scholar
KS: Architecture (4 Active Points) 13-
KS: Maori Culture and Traditions (3 Active Points) 12-
KS: Ship Building (3 Active Points) 12-
KS: The All-Blacks (3 Active Points) 12-
3 Shadowing 12-
3 Stealth 13-
2 Survival (Marine) 12-
2 TF: Water Vehicles
   
200+ Disadvantages
15 Hunted: Erebus 8-
20 Hunted: Gauntlet 8-
15 Physical Limitation: Weird Biochemistry Requires Specialist Medical Care
10 Psychological Limitation: Avoids Combat In Populated Areas
20 Psychological Limitation: Code Against Killing
10 Psychological Limitation: Patient (Will Never Act Impulsively)
10 Psychological Limitation: Works For The Greater Good Of The People Rather Than The Government
1 Quirk: Cynical When Dealing With Government Departments
1 Quirk: Die-Hard All-Blacks Fan (Number One Ticket Holder)
1 Quirk: Good Friends With Nostrum
1 Quirk: Regular Advocate For Responsible Drinking
1 Quirk: Will Give Everyone A Chance To Explain Their Situation
10 Reputation: A Soft Target (Easy To Manipulate), 11-
20 Social Limitation: Celebrity
15 Social Limitation: Public Identity
17 Experience Points
   
TANIWHA | Points Summary
Characteristics Cost: 125 Base Points: 200
Powers Cost: 178 Disadvantages: 150
Talents Cost: 0 Total Experience: 17
Perks Cost: 15 Spent Experience: 17
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 49 Total Points: 367
Background

Sixteen year old Zac Te Huna was on a post-season rugby trip to the Bay of Plenty when he and his fellow team mates were swamped by a freak wave. The team was quickly plucked to safety except for Zac who was lost, presumed drowned. The following day his body was recovered and taken to a hospital where fate intervened in the guise of a young doctor, Cadbury Jones. Jones was actually an uberhuman with uncontrollable powers of regeneration, and while he assisted with the autopsy, his powers rejuvenated Zac before any major surgical work was initiated. Zac was pronounced a miracle and after several weeks of observation was sent back to his family in Auckland.

Only days after returning home, Zac began to experience strange waking dreams where he was communing with a spirit, a taniwha. The spirit told him that he had been sent back to the living world to guard the Maori. Soon after these strange visions Zac found that the water in his immediate vicinity would act... strangely. While in the shower the water would spiral around his body as if playing in the air. Even a small amount of water would be enough to trigger his powers. While walking through puddles he accidentally triggered a flash flood and had water gushing down the street. While it caused only minor damage, it was enough to frighten Zac into staying indoors.

Cadbury Jones discovered what had happened and made his way to visit the young rugby player. Cadbury was also experiencing strange uber powers and the two young men were able to support each other while they came to terms with the strange new abilities at their fingertips. Cadbury soon mastered his powers and went on to become Nostrum of the Southern Knights, but Zac was younger and forced himself back to school, even though hero work appealed to him. He finished his school and won a scholarship based on his grades and skill on the rugby field. At university he studied architecture, but as the months passed, he found that his powers as an uberhuman were often called upon. Nostrum spent most of his time in Australia so New Zealand was frequently without a guardian.

Zac took on the guise of Taniwha and began a career as a public hero. At first he often made mistakes but he quickly found his 'feet' and was received with wide acclaim by the people of New Zealand. With the help of Nostrum he has established himself as New Zealand's resident hero and most recently he has become more vocal in the public arena in areas of politics and race relations, much to the chagrin of the government.

 

Personality

At first Zac was a wildly enthusiastic and adventurous youth, but since finishing university he has decided that his career as a public super hero requires more level-headedness. He avoids politics and bureaucracy but cannot help commenting on government actions or, in his eyes, inactions. He is a very patient young man and is rarely goaded into fights, whether it be against super villains or political opponents. This patience has earned him support in the general population and he is regarded as a friendly hero who really does look out for the people.

Zac has become more politically minded recently and has had a tattoo (moko) painted on his face which caused something of a stir. He remembers the early visions he experienced soon after he was brought back from the dead, and he realises that he was brought back to protect the interests of the Maori people first, and the people of New Zealand second. So far this has not caused conflict, but he knows that somewhere in the future a decision will have to be made. That is what the life of heroes is all about, after all: hard decisions.

 

Quote

"There really are things out there in the world that we can't explain. Sometimes it's best to not even give it a thought. If something happened, it happened. Deal with it or it will deal with you."

 

Powers

Taniwha seems to have been imbued with a spiritual magic since being brought back from the dead by Nostrum. He has mentioned voices in his head which may indicate he has a guardian spirit. His tattoos provide him with protection from all forms of harm, and while the artist was not magical, it has been suggested that the ink was found in an underwater cave once guarded by a powerful taniwha, or water spirit. Zac is able to fly as well, which does not appear to be related to his uberhuman abilities to control water, and they could, therefore, be another manifestation of his spirit magic.

Zac's uberhuman abilities focus on water control, or Aquakinesis. He is able to manipulate existing water to such an extent that he is able to create larger quantities of it from a small source. He can use the water to create powerful blasts, watery shields which can also grapple opponents, and he can even create fog. As could be expected of someone with Zac's powers, he can also breathe underwater.

 

Appearance

Zac Te Huna comes from the Ngai Tahu tribe of the North Island. He is a well built young man who has been a superb rugby player for most of his life. His uberhuman gene has also boosted his physical condition so he is now very tall and muscled. When he first appeared as a superhero, Zac favoured a red and black costume which covered his entire body except for his head. Now that he has become more political he has discarded much of that costume and now only wears a black loin cloth, over shorts, and a red cape fastened by two circular jade reliefs. His face has been tattooed with a protective pattern and has become Zac's calling card.