Water Powers (FiD)
| Starfox's Blades in the Dark Powers |
Water is the element of life, spirituality, and endless flowing cycles.
Water is matter in a liquid state and fluidity in general. In philosophy it is recognized as an element, sometimes as the first to form and the basis of all others, in others as the river that rings the world. In science it is a state of matter that anything can assume under particular conditions. Liquids often enable other elements to function, making earth fertile, filling the air with clouds and vapors, and either fueling or putting out fire. It is linked to the spiritual and nurturing side of life, and often considered a female element. Water powers often have subtle or indirect effects.
Water attacks can smash, drown, crack, or be a corroding acid. Each Water user is likely to have their own distinctive attack, and going outside this style is risky and or less effective. Water creatures include water animals and amphibians of all sorts, creatures with Water powers, as well as a wide range of elementals and water spirits.
Water Abilities
| Action | Basic | Advanced | Master | Apex |
| Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
| Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
| Attune | Tide Tracker Detect Water. |
Tide Tilt Dismiss Water. |
Tide Tamer Summon Water. |
Tide Pool Gate to Water. |
| Command | Wave Wake Water intimidation. |
Wave Whisper Water signalling. |
Wave Words Command Water. |
Wave Warden Bind Water. |
| Consort | Fluid Fashions Water accessories. |
Fluid Form Transform self. |
Fluid Flux Transform Crew. |
Fluid Flock Transform crowds. |
| Finesse | Ripple Ride Ride Water. |
Ripple Rend Finesse attack. |
Ripple Reach Fine control of Water. |
Ripple Riot Travel in and on Water. |
| Hunt | Splash Search Track through water. |
Splash Shot Water snipe. |
Splash Shape Control Water terrain. |
Splash Storm Water area attack. |
| Prowl | Stream Stealth Hide in water. |
Stream Speed Life in water. |
Stream Strategy Crew prowling. |
Stream Step Go between waters. |
| Skirmish | Current Cure Resist Water. |
Current Cut Melee attack. |
Current Clash Gain Scale. |
Current Cohort Group Action. |
| Study | Aqua Assessment Identify Water. |
Aqua Analysis Analyze Water. |
Aqua Archive Water history. |
Aqua Atlas Chart waters. |
| Survey | Stream Sight Sense Water. |
Stream Scope Perceive from Water. |
Stream Spy Spy from a liquid. |
Stream Sweep Perceive from all Water. |
| Sway | Fluid Friend Understand Water. |
Fluid Fluency Speak to Water. |
Fluid Fluster Suggest Water. |
Fluid Fellowship Alter personality. |
| Tinker | Fluid Fabrication Water tools. |
Fluid Formation Shape liquids. |
Fluid Fusion Transmute Water. |
Fluid Foundry Water fabrication. |
| Wreck | Tide Tumble Pollute liquids. |
Tide Tear Evaporate liquids. |
Tide Tow Silent evaporation. |
Tide Tsunami Area destruction. |
Expanded Water Abilities
Attune
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from planes of existence dominated by Water.
Tide Tracker
Detect Water.
Detect Water creatures and powers. This is most often used to perceive Water spirits or to spot a disguised Water creature.
This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Tide Tilt
Dismiss Water.
You force a Water creature native to another plane to return to that plane. You may also force a Water spirit to materialize or de-materialize, or end the operation of a Water ability or any Power affecting a liquid or Water creature.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.
- Limited Outcome only works on spirits within reach.
- Standard Outcome covers an area based on your tier (p 220).
- Great Outcome reaches out to a range covered by tier (p 220).
Dismissing a creature back to its home plane and usually requires a high Outcome.
- Limited Outcome: Dismissing a creature that wants to return.
- Standard Outcome: Dismissing a weakened or damaged creature.
- Great Outcome: This is the norm, most dismissing requires this Outcome.
Tide Tamer
Summon Water.
Water creatures generally fall into three categories: elementals, spirits, and Monsters.
A Water elemental is a simple creature dominated entirely by its Power. Most elementals have reactive minds and often take the shape of animals, though waves, whirlpools, and humanoid forms are also common.
Water spirits are immaterial and ephemeral, expressing the emotional and mental aspects of Water: caring, mercurial, and spiritual. Spirits are more intelligent than elementals. They wield sophisticated powers and usually pursue an agenda of their own, most often protecting a particular body of water.
Monsters resemble ordinary living creatures, with biological bodies and metabolisms, but possess exceptional abilities related to Water. A Water dragon may be impossibly large, swim through the sky, and cause floods. Not all Monsters are summonable or dismissible; many are native to this world and have no special vulnerability to Attune powers.
Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
- Summoning a Creature
The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- A short fight to assert dominance
- Deliberate sabotage
- A constant struggle to maintain control
Tide Pool
Gate to Water.
You open a route of transport to a Plane of Water. Such realms are typically composed of shoals, sun-dazzled waves, endless oceans, crushing depths, and bottomless trenches.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
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Command
Command and intimidate Water creatures, projecting authority. Position and Effect depend on the situation and your relationship with your listeners.
Wave Wake
Water intimidation.
You create Water effects such as rising water levels or coating yourself in waves to heighten your authority, gaining leverage similar to displaying a weapon. This provides the leverage needed to use Command to intimidate without an actual threat of violence. Water creatures may recognize you as a legitimate figure of authority.
Wave Whisper
Water signalling.
You can communicate with Water creatures over any distance, as long as you know the target. You may also communicate over line of sight even if you do not know the target. If you can see the exterior of a vehicle or installation, you may communicate with the most powerful Water creature within it. Communication is simple and direct, suitable for use with the Command action.
You may also use a surface of calm water to communicate with another creature that is also observing a surface of calm water. This requires luck or a previously agreed-upon time.
Wave Words
Command Water.
A Water creature you target perceives you as a superior or alpha that outranks it. This does not remove existing loyalties, which may lead to conflict. Understanding the social structure of your targets helps avoid clashes with their established loyalties. Ordering a pod of sharks to ignore a disturbance requires more Outcome than ordering them to deal with it and move on, as their nature is to hunt.
Position depends on the creature’s actual relationship to you. Ordering a creature that sees itself as your superior is Desperate. A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance. A Risky Position is typical against a creature that sees itself as your equal and not an enemy, potentially leading to heat, misunderstood orders, or minor rebellions.
Wave Warden
Bind Water.
This effect only works if you are already in a position of power over the target. It functions similarly to Wave Whisper, but the effect is permanent rather than momentary. Strong emotions may break your control, but otherwise the bond lasts until dispelled.
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Consort
Consort powers alter your form and, at higher levels, the forms of other creatures. These abilities often function as a Set Up action, granting improved Position or Effect, enabling actions a human could not normally attempt, or even making success automatic.
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance. You might be obnoxiously attractive, trigger prejudice, or suffer unexpected physical or social handicaps.
Fluid Fashions
Water accessories.
You do not physically change your body. Instead, you alter your clothing, adornments, and accessories to Water-themed forms. As an Advanced ability, you may apply this effect to another creature.
Fluid Form
Transform self.
You undergo true physical transformation. You do not need to assume the form of an existing creature, as long as the gamemaster agrees that your new form qualifies as a Water creature.
Shapechanging often serves as a Set Up action for other Actions, but may also penalize certain activities, depending on your new form. When appropriate, your new form may use Basic and Advanced Water powers inherently without risking Stress.
- Limited Outcome: You transform into a version of yourself as you might have been if you had grown up as the creature whose form you assume. Those familiar with you can still recognize you.
- Standard Outcome: You assume the form of a generic Water creature and are very difficult to recognize as yourself.
- Great Outcome: You assume the shape and some of the personality traits of a specific creature you have studied.
Fluid Flux
Transform Crew.
This is Fluid Form applied to your Crew or to a willing or helpless creature. The duration depends on Outcome.
- Limited Outcome: Lasts for a single scene.
- Standard Outcome: Lasts for the duration of a score.
- Great Outcome: Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.
If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.
Fluid Flock
Transform crowds.
This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.
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Finesse
Exercise finesse with Water, manipulating and attacking with precision.
Ripple Ride
Ride Water.
You may use Finesse to ride Water creature mounts and water vehicles you are not familiar with. Water creatures include those that possess Water abilities or naturally live in water, including amphibians. You can ride such creatures even if they are not trained to carry a rider, as long as they are physically capable of bearing your weight.
You can use this for your crew as an Advanced ability.
Ripple Rend
Finesse attack.
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style. Aside from stylistic variety, this ability substitutes for equipment; a Fine and Potent finesse weapon remains just as effective. In combat, using this ability takes no more time than drawing a weapon.
Ripple Reach
Fine control of Water.
You manipulate small amounts of liquid with precision, similar to what you could accomplish by hand. You may do so at short range and with minimal attention, allowing you to push buttons, trigger devices, and perform minor legerdemain as long as liquid is present to act through.
You may open doors, trigger or hinder simple mechanisms, spill drinks, move bottles, or make wet surfaces more or less slippery. This can substitute for simple Tinker actions, but not for complex work. This ability takes almost no time to use and may be employed between other actions or as a Set Up for yourself.
Ripple Riot
Travel in and on Water.
You, your Crew, and your rides may travel on or under water at normal land speed. The power provides air as needed and negates the effects of water pressure.
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Hunt
Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.
Splash Search
Track through water.
You can track a quarry through water even if it leaves no mundane trail or physical clues. Consequences most often involve losing the trail, but depending on the environment and the nature of the target, they may also lead you into environmental hazards, cause you to become lost, or even draw you into an ambush.
Splash Shot
Water snipe.
Ranged Water attacks primarily smash or pierce, though you may instead cut or corrode if that better suits your style. This ability functions as a replacement for equipment; a Fine and Potent ranged weapon would be equally effective in combat. Some targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
Splash Shape
Control Water terrain.
You shape water to create waves, floods, rain, dew, or mist. This is most often used as a Set Up action, but it may also influence how creatures respond to the environment. Rain or flooding may drive people indoors, slow movement, or encourage flight, as appropriate. This ability does not inflict direct Harm.
Splash Storm
Water area attack.
An escalation of Splash Shot, this attack is less precise and affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise well-shielded are not in immediate danger, but are forced to keep their heads down, granting your side the initiative.
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Prowl
Sneak and move with the stealth and agility of Water.
Stream Stealth
Hide in water.
You can hide within water and breathe while submerged. You may hide in any liquid, but you cannot breathe toxic liquids. Otherwise, this functions like any other attempt to use Prowl to avoid notice.
Only you may benefit from this ability. Your allies cannot do so unless you also use Stream Strategy, below.
Stream Speed
Life in water.
You can move rapidly through water and perform far jumps out of it. You may wade quickly and safely, walk and climb on wet surfaces without slipping, endure water pressure, and breathe any liquid. Your Crew cannot benefit from this ability unless you employ Stream Strategy, below.
Stream Strategy
Crew prowling.
You and your allies may now use Stream Stealth and Stream Speed. Each character still rolls their own Prowl action. This is commonly resolved as a Group Action.
Stream Step
Go between waters.
You and your allies may teleport from one body of water to another. This allows regional travel within the same city or region and is usually sufficient to escape almost any situation or location.
You arrive only at locations you are familiar with. Both Effect and Position are worse if you lack familiarity with the destination. As a result, this ability excels at escape but is less reliable for infiltration into unfamiliar or hostile territory.
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Skirmish
Prosper in the chaos of battle.
Current Cure
Resist Water.
You absorb energies related to Water. This includes Water attacks, water cannons, high pressure, and corrosive liquids such as acids. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.
As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.
Current Cut
Melee attack.
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style. Aside from the variety of damage types, this ability primarily substitutes for equipment; mundane Fine and Potent weapons remain just as effective. Certain targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
Current Clash
Gain Sale.
Waves and waterpouts help you. You become a one-person army, gaining Scale.
Current Cohort
Group Action.
This allows you and allies to initiate a Group Action when healing or when you need to be flexible and adaptable. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.
You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.
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Study
Study and analyze objects and creatures imbued with Water to gain insight and knowledge.
The Outcome required depends on range.
- Limited Outcome: Touch.
- Standard Outcome: Line of sight.
- Great Outcome: A target you know of or have some link to, but which is out of line of sight.
Position depends on the situation. When you are safely in your base, the Position is Controlled. In the middle of a fight or while pinned down, the Position is Desperate. Sometimes the subject you are researching is dangerous in itself, worsening Position. Consequences may grant knowledge that lacks crucial details or context.
Aqua Assessment
Identify Water.
You learn the name of the liquid, object, or creature and very basic information in narrative terms. This does not include detailed analysis or actual rules.
Aqua Analysis
Analyze Water.
You learn any Powers or special abilities of liquids, Water creatures, and Water-related effects. This includes actual rules and mechanical results.
Aqua Archive
Water history.
You perceive the past of liquids, Water creatures, and Water-related objects or effects. This includes previous owners, how an object has moved or changed over time, and significant scenes from its history. The power focuses on events of interest to you.
Aqua Atlas
Chart waters.
You gain a detailed view of Water within an Area (p. 221), similar to Aqua Analysis, pinpointing locations of interest such as bases, reservoirs, or power nodes. You may then use Aqua Archive to learn the history of up to three such locations.
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Survey
Perceive and locate manifestations of your power.
The Outcome required depends on the target’s concealment.
- Limited Outcome: Locate targets behind light cover or in distant places you can barely see.
- Standard Outcome: Perceive behind walls and into hard cover.
- Great Outcome: Perceive far-away places and locations you had no prior awareness of.
Stream Sight
Sense Water.
This is a basic spotting ability that selectively senses things related to Water, including Water creatures, liquids, and Water powers.
Stream Scope
Perceive from Water.
You shift your point of perception to a body of water or other liquid and sense as if you were present at that location, as long as you maintain concentration. You continue to sense your actual surroundings, but only faintly.
Stream Spy
Spy from a liquid.
This functions like Stream Scope, but allows you to focus on a specific creature or position. Your perception is automatically directed to the most advantageous available vantage point within liquid nearby. If no suitable liquid viewpoint exists, the ability fails.
Stream Sweep
Perceive from all Water.
Your senses expand impossibly, as if you were present in many places at once within Range (p. 221). You perceive from every significant body of liquid in the area, forming a comprehensive mental map. Targets find it very difficult to hide unless they are aware of — and actively counter — water-based surveillance.
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Sway
Communicate, mesmerize, and manipulate Water creatures. Position is determined normally, based on the situation and your relationship with the listeners.
Fluid Friend
Understand Water.
You can speak with Water creatures and gauge their mood and motivations. You can also sense when any creature is inclined toward being caring, mercurial, or spiritual.
Fluid Fluency
Speak to Water.
You and your Crew may use the Sway action at full Effect against Water creatures, overcoming cultural and linguistic barriers. You are persuading, not asserting authority.
In addition, you may influence any creature to feel caring, mercurial, or spiritual. This is commonly used as a Set Up for a Sway aligned with those moods.
Fluid Fluster
Suggest Water.
This functions as an enhanced Sway attempt against Water creatures. You implant suggestions that trigger under conditions you specify. The influence remains subtle until activated. The target does not remember being swayed.
Fluid Fellowship
Alter personality.
This effect is permanent, overt, and works only on a creature in your power. It reshapes a Water creature’s priorities and loyalties at a fundamental level. The target remembers their past, but regards it as insignificant compared to their new motivations.
This power has limits. You cannot make a Water creature oppose its elemental nature — for example, loving Fire or ceasing to be caring, mercurial, or spiritual. Only exceptional creatures or circumstances can break this change.
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Tinker
Manipulate, shape, and concoct liquids to suit your needs. This can lubricate, cushion, and exert pressure with great precision.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.
Position depends on the tranquility of your workspace and if you are working on something that is dangerous in itself.
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use the Apex ability.
Fluid Fabrication
Water tools.
This ability substitutes for tools and protection devices typical of a small workshop.
Fluid Formation
Shape liquids.
This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes. This allows you to work liquids without having to have them in a container, which allows faster and more exact chemistry. You don't need tools to build complex Fine and Potent items. This can facilitate the construction complex Fine and Potent items, traps, and devices, avoiding the need for extensive equipment.
Fluid Fusion
Transmute Water.
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
With multiple powers you can transform liquids into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into liquid and still work as a sword, or a wooden door can be changed to liquid but retain its form so it can remain in place while you walk through and the door then returns to normal.
Fluid Foundry
Water fabrication.
You can mass produce liquids or create large structures like a lake or canal that normally require a work force and facilities. In long-term projects involving construction or crafting, Fluid Foundry makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.
Wreck
Destroy, dismantle, and obliterate liquids, or smash stuff using Water.
The outcome required depends on the complexity of your target.
- Limited Outcome: Construction significantly weaker than an ice wall. Any liquid common in nature.
- Standard Outcome is a car-sized hole in an ice. A smaller hole still needs standard outcome. Any liquid that can be made with simple technology.
- Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Any liquid, even one incorporating Powers.
In combat, Water Wreck manifests as overwhelming blunt force rather than precision
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with direct attacks, massive crowds, or dangerous construction is desperate.
Tide Tumble
Pollute liquids.
You destroy up to a cubic meter of liquids by polluting them to make them unsuitable for most use. The water doesn't actually disappear, but used on ice and snow the pollution will make it melt except in extreme cold. You can strike with the force of a watery sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
Tide Tear
Evaporate liquids.
You evaporate or pollute (as Tide Tumble) up to 1,000 cubic meters of liquid (a cube with 10-meter sides), or a car-sized section of an ice wall. You may hold surrounding water back from refilling the vacated volume as long as you maintain concentration.
You may also use this effect to strike with the force of a Fine and Potent sledgehammer.
Tide Tow
Silent evaporation.
This is Tide Tear, except that wrecking things is now silent. Gets rid of evidence, as long as that evidence is mainly liquid.
Tide Tsunami
Area destruction.
Rather straightforward, this scales Tide Tear into an Area (p. 221) up to a billion cubic meters (a cube with 1,000 meter side). This can empty a harbor of water or temporarily dry out a river. Used in the sea, it creates an empty space that, when the sea rushes back in, crushing almost anything in the area. You can also use liquids to destroy other things, causing a mayor flood, break levees, or even create a tsunami, tough there is a delay for truly large effects.