Move Water (Action Powers)
|Templates for Action|
- Main article: Powers (Action)
You create a bubble with a diameter equal to your Ride that has the properties of both air and water. Any air or water in the bubble is affected, solid material, vacuum or other substances that are not air or liquid cannot be affected. Both air-breathers and water-breathers can breathe in the area, and both swim, fly, and walk movement is unhindered. Both air and water vehicles can travel in the area. Stunts and attacks that would function in either air or water function in the area. The bubble lasts as long as you remain inside it, or for one scene if you leave. You can center the bubble on a creature, object, or location. The GM is the sole arbiter of what this does to gasses that are not air or to liquids that are not water.
Select a water vehicle or swimming creature you touch; its Move is increased by +2 when in water. You need not continue to touch it to maintain the stance.
You can collect and move a reservoir of water drawn from the surroundings. The collection of water is normally instant, but dries out the environment and might deplete the water table. In arid locales, you only get a fraction of the water you'd normally collect. The largest reservoir possible is a sphere with a diameter equal to your Mind, but you can choose to make it smaller and take any shape as long as no two points of it are more than your Mind meters apart.
The Floating Reservoir has a Body equal to your Ride plus your Mind, a Move of 2 and carries things like a creature of this strength. If you ride in the reservoir it works like a vehicle or it can follow a simple navigational directions. You can dispel it as a Limit Break and it falls apart if you create a new one. It will slowly evaporate over time if not replenished.
Ranged Attacks are deflected when passing through the walls of the reservoir but can certainly harm the Floating Reservoir itself.
Underwater, this power can be used to create a similar large bubble of self-replenishing air or to lift heavy objects.
This is intended as a travel power useful in chase scenes and somewhat impractical for ordinary adventuring.
While in or on water, substitute your Move with your Ride. You can move your Ride in a straight line as a basic action. This is the only way you can use this increased speed, but you can do this as part of a chase.
You carry an aura of impeding water along with you until the end of the next round. Creatures within Ride meters and to all who can see you. Creatures in this area are burdened as if carrying a heavy load through water. Any Free Running or Terrain Driving stunt in the area is Stymied.