Difference between revisions of "Water Powers (FiD)"

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{{FiD}}
 
{{FiD}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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{{FiD-Powers}}
 
Water is the element of life, spirituality, and endless flowing cycles.  
 
Water is the element of life, spirituality, and endless flowing cycles.  
  
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Water attacks can smash, drown, or be a corroding acid.
 
Water attacks can smash, drown, or be a corroding acid.
  
=== Water Power Effects ===
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== Water Power Effects Table ==
 
{| class="wikitable"  
 
{| class="wikitable"  
 
|align="center" | '''Action'''  
 
|align="center" | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br> 3 Stress
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|align="center" | '''Basic'''    <br> No minimum    <br> 4 Stress
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br> 5 Stress
|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 7 Stress
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|align="center" | '''Master'''  <br> Minimum 4 Dice <br> 6 Stress
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 7 Stress
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Wave Watch'''     <br> You can detect water creatures and powers.  
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|valign="top"| '''Tide Tracker''' <br> Detect water creatures and powers.
|valign="top"| '''Hydro Halt'''     <br> You can force a water creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the water power.  
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|valign="top"| '''Tide Tilt'''   <br> Dismiss a water creature. End a Water power.
|valign="top"| '''Summon Stream''' <br> You can call a water creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''Tide Tamer'''   <br> Summon a water creature.
|valign="top"| '''Deluge Doorway''' <br> You can create a portal that allows travel to and from the plane of water for a limited time.  
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|valign="top"| '''Tidewater'''     <br> Create a portal to the plane of water.
 
|-
 
|-
|align="left" valign="top" | '''Command'''  
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|align="left" valign="top" | '''Command'''
|valign="top"| '''Aquatic Orders''' <br> You can use the command action on water creatures even if they normally couldn't understand you.  
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|valign="top"| '''Wave Words'''   <br> Water creatures understand your commands.
|valign="top"| '''Hydrolexicon'''   <br> You and allies can communicate with water creatures.
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|valign="top"| '''Wave Wisp'''   <br> Communicate with distant Water creatures.
|valign="top"| '''Hydro Hegemony''' <br> You can give commands to water creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''Wave Whisper''' <br> Command Water creatures as a superior.
|valign="top"| '''Tide Tyranny'''   <br> You can permanently bind water creatures to service. They will stay in one location and act according to your instructions, very literal-minded goons.
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|valign="top"| '''Wave Warden''' <br> Permanently bind Water creatures to service.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''  
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|align="left" valign="top" | '''Consort'''
|valign="top"| '''Aquatic Attire'''   <br> You can change your clothes and accessories by imbuing them with water, and this water will stay where you put it. This can mask your identity or create fabulous outfits. You can breathe underwater.
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|valign="top"| '''Fluid Fashions''' <br> Clothes and accessories of Water.
|valign="top"| '''Fluid Form'''       <br> You assume the form of a water creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''Fluid Form'''     <br> Assume the form of a Water creature.
|valign="top"| '''Aquatic Evolution''' <br> You can shapechange a willing or helpless creature into a water creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''Fluid Flux '''   <br> Fluid Form a willing or helpless creature.
|valign="top"| '''Hydro Horde'''       <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''Fluid Flock'''     <br> Fluid Forgery on crowds.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''  
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|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ripple Ride'''       <br> If there is a swimming mount or water vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe underwater.  
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|valign="top"| '''Ripple Ride''' <br> Ride a swimming mount or water vehicle.
|valign="top"| '''Liquid Lance'''     <br> You can use water as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give friends the Ripple Ride ability.
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|valign="top"| '''Ripple Rend ''' <br> Fine and potent melee attack.
|valign="top"| '''Fluid Flexibility''' <br> Do fine control of water, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, and perform other minor manipulations, as long as there is water.
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|valign="top"| '''Ripple Reach''' <br> Fine control of water.
|valign="top"| '''Fluid Frenzy'''     <br> Your power manifests in a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''Ripple Riot''' <br> Travel in and on water.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''  
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|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Hydro Hunt'''     <br> You can track and pursue in water, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''Splash Search''' <br> Track in water.
|valign="top"| '''Ripple Rifle'''  <br> You can use water to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Splash Shot'''  <br> Attack like a fine and potent rifle.
|valign="top"| '''Splash Squall'''  <br> You can use water to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but there is a risk of collateral damage.
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|valign="top"| '''Splash Shape'''  <br> Control water terrain.
|valign="top"| '''Aqua Artillery''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''Splash Storm''' <br> Water attack on an area.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''  
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|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Liquid Lurking''' <br> In water you can be invisible when still but appear as froth and turbulence when active.  
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|valign="top"| '''Stream Stealth''' <br> Hide in water.
|valign="top"| '''Aqua Agility''' <br> You can move on and through water at run speed.  
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|valign="top"| '''Stream Speed'''   <br> Breathe and move fast through water.
|valign="top"| '''Aqua Adventure''' <br> You can bring allies along when you use Liquid Lurking and Aqua Agility.
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|valign="top"| '''Stream Strategy''' <br> Crew Stream Stealth and Stream Speed.
|valign="top"| '''Ripple Rift''' <br> You and allies can teleport from one body of water to another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''Stream Step'''     <br> Teleport crew between water locations.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''  
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|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Liquid Lash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''Current Cure'''   <br> Resist water damage.
|valign="top"| '''Aqua Assault''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Current Cut'''     <br> Fine and potent melee attack.
|valign="top"| '''Liquid Lockdown''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''Current Curbing''' <br> Prevent scale in melee.
|valign="top"| '''Ripple Rampage''' <br> Your power strikes out in all directions, attacking all enemies in the area.  
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|valign="top"| '''Current Clash'''   <br> Strike out in all directions, attacking all nearby enemies.
 
|-
 
|-
|align="left" valign="top" | '''Study'''  
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|align="left" valign="top" | '''Study'''
|valign="top"| '''Liquid Lore'''       <br> You can identify liquids, water creatures, and water powers.  
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|valign="top"| '''Aqua Assessment''' <br> Identify liquids, Water creatures, and Water powers.
|valign="top"| '''Aquatic Appraisal''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Aqua Analysis'''   <br> Learn the powers and abilities of Water.
|valign="top"| '''Fluid Flashback'''   <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
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|valign="top"| '''Aqua Archive'''   <br> Read the past events of Water.
|valign="top"| '''Hydro Horizon'''     <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
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|valign="top"| '''Aqua Atlas'''     <br> Aqua Assessment on an area, then Aqua Archive.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''  
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|align="left" valign="top" | '''Survey'''
|valign="top"| '''Aquatic Awareness''' <br> You can sense liquids and water creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
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|valign="top"| '''Stream Sight''' <br> Sense Water at a distance.
|valign="top"| '''Sensory Stream'''   <br> Choose a liquid that you know of; you can perceive as if you were at that spot.
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|valign="top"| '''Stream Scope''' <br> Perceive from any liquid.
|valign="top"| '''Witness Wave'''     <br> Choose a location or creature. You gain a sensor at the nearest liquid, which is often close enough to perceive the target.
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|valign="top"| '''Stream Spy'''   <br> Spy from a liquid.
|valign="top"| '''Tide Totality'''     <br> You perceive from all liquids power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
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|valign="top"| '''Stream Sweep''' <br> Perceive from many liquids at once.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''  
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|align="left" valign="top" | '''Sway'''
|valign="top"| '''Empathic Embrace''' <br> You can understand water creatures and get a general sense of their motivations.  
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|valign="top"| '''Fluid Friend''' <br> Understand Water creatures.
|valign="top"| '''Fluid Friendship''' <br> You and allies can communicate with water creatures. You can make folk more caring and spiritual
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|valign="top"| '''Fluid Fluency'''   <br> Communicate with Water creatures.
|valign="top"| '''Hydro Hypnotism''' <br> You can post suggestions in the mind of water creatures, which will be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''Fluid Fluster'''   <br> Post suggestions in a Water creature.
|valign="top"| '''Ripple Remolding''' <br> You change the personality and motivations of water creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.  
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|valign="top"| '''Fluid Fellowship''' <br> Permanently change personality.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''  
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|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Fluid Finesse'''     <br> You can handle liquids as if you had the appropriate tools and protective devices.
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|valign="top"| '''Fluid Fabrication''' <br> Emulate tools for liquids.
|valign="top"| '''Aquatic Artistry''' <br> You can shape liquids as if it were of clay, and they will retain their new shape for some time.  
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|valign="top"| '''Fluid Formation''' <br> Shaped liquids will retain their shape.
|valign="top"| '''Aqua Alchemy'''     <br> You can create liquids out of nothing, or transform one liquid into another or into matter governed by another power you know. This can create complex tools, such as fine and potent items.
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|valign="top"| '''Fluid Fusion''' <br> Create liquids out of nothing.
|valign="top"| '''Aqua Architecture''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
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|valign="top"| '''Fluid Foundry''' <br> Fluid Formation on a large scale.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''  
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|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Hydro Havoc'''       <br> You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Tide Tumble''' <br> Pollute liquids or strike with a watery sledgehammer.
|valign="top"| '''Hydro Haze'''         <br> You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.
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|valign="top"| '''Tide Tear'''   <br> Evaporate liquids, slice as a watery blade.
|valign="top"| '''Aqua Annihilation''' <br> Similar to Hydro Haze, but destroyed targets silently disappear.
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|valign="top"| '''Tide Tow'''     <br> Tide Tear, but destroyed targets disappear silently.
|valign="top"| '''Aquatic Armageddon''' <br> Similar to Hydro Haze, but over a large area. This can sink a ship, empty a canal system of water, raze a levee, and similar massive destruction.  
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|valign="top"| '''Tide Tsunami''' <br> Tide Tear over a large area.
 
|}
 
|}
  
== Expanded Water Powers ==
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== Expanded Powers ==
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
 
  
 
=== Attune ===
 
=== Attune ===
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
 
Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.
  
'''Perceive:'''
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The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
''You can detect creatures and power use tied to your power.  
 
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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'''Tide Tracker'''
Naturally, effect is reduced as the creature is more heavily obscured.
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Detect water creatures and powers.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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This is usually done to see a Water spirit or to spot a disguised Water creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited outcome suffices against something you can clearly see. You need greater outcome against against something that is hidden (standard outcome) or behind a wall (great outcome).
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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'''Tide Tilt'''
The consequences of this depends entirely on what happens around you when you do it.
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Dismiss a water creature. End a Water power.
If a powerful creature resists being dispelled, its obviously dangerous.  
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
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Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.
Most powers only dispel effects of their own power.  
 
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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Dispelling is usually easier. You can dispel any Water power or that affects a liquid or a Water creature.
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.
Against an opponent that uses power to fly or even breathe you can have a better effect.
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 +
It can also be used to break the continuing results of powers or to force a Water spirit to materialize. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to breathe water you can have a better 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.
 
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.
  
'''Summon:'''
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'''Tide Tamer'''
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
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Summon a water creature.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.  
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Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple powers and maintain powers you have created.
This is usually a parallel world or plane of existence, dominated by your power.
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So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
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You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
These places can be unique to each power, or one big place where different places are dominated by different powers.
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It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.  
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.
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Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.
They can also give advice and information related to their power.
 
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
 
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
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A Water is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, tough waves, whirlpools, and humanoid forms are also common.
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
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Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of Water: caring, mercurial, and spiritual. Spirits are more intelligent than elementals. They can use sophisticated powers and usually have an agenda of their own.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
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Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. A Water dragon is impossibly large, swims through the sky, and can cause floods. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
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Depending on your outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.
An elemental is a simple creature totally dominated by its power.  
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
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Standard outcome allows you to ask for any service appropriate to the type of creature. A Water creature is not too choose, but its mercurial nature makes it fickle and it likes to rotate between multiple tasks. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
They can use sophisticated power effects and usually have an agenda of their own.
 
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits.
 
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.  
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Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. A Water creature abhors static tasks. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.
A fire dragon is impossibly large, flies, and breathes fire.  
 
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
 
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
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Typical consequences include:
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
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* A bargain of payment in things the creature prizes.
 +
* You need to concentrate to keep the creature under control.
 +
* The creature breaks things around you.
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* Overly literal interpretations of your commands.
 +
* The creature deliberately does its tasks poorly.
 +
* Demanding not to be summoned again until some time or event has passed.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
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Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of fire and summon a water spirit, or if the summon is three or more tiers above you the position will be desperate.  
This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
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Desperate consequences include a tightwire struggle to keep the creature under control, a demand that you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
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'''Tidewater'''
 +
Create a portal to the plane of water.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
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Opens a route of transport to a plane of Water. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.
Typical consequences are:
 
The creature strikes out at you once.
 
A tightwire struggle to keep the creature under control
 
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.  
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There are things that are possible to do on these planes that are not allowed in the regular world, most Water power abilities 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 power rarely reach outside the plane where you perform them, but if they affect creatures on that plane, they may remain when you return to the mundane world.
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
 
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
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=== Command ===
''You can create a portal that allows travel to and from the plane of your power for a limited time.
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Command and intimidate Water creatures, projecting authority. Position and effect depend on the situation and your relationship with listeners.
  
This is rarely useful, but can be under exceptional circumstances.
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'''Wave Words'''
As outlined under Summoning above most powers are linked to a different world where that power is dominant.
+
Water creatures understand your commands.
There are also things that are possible to do on these planes that are not allowed in the regular world, most 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 where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.  
+
This is useful for intimidating and commanding foreign or alien Water creatures. Combined with Sway: Fluid Friend, it allows two-way communication.
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
 
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
'''Wave Wisp'''
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
Communicate with distant Water creatures.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
 
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
You can communicate with Water creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Water creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.
Command creatures based on your power with communication and authority.
 
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
You can also use a surface of calm water to communicate with another creature also observing a surface of calm water, but this generally requires an agreed-upon time.
''You can make creatures understand you, but you do not understand them.
 
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
'''Wave Whisper'''
Combined with the basic power of Sway allows two-way communication.
+
Command Water creatures as a superior.
  
'''Translate:'''
+
Targets will see you as a superior or alpha outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering a pod of sharks to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their nature is to hunt.
You and allies can communicate with creatures based on your power.
 
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
 
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.
Creatures of the relevant type will understand your orders.
 
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.
+
'''Wave Warden'''
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
Permanently bind Water creatures to service.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
This won’t work unless you are already in a position of power. It is similar to Wave Whisper but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
 
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
=== Consort ===
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
Consort powers change your form and later that of other creatures. This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.  
 
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
'''Fluid Fashions'''
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
Clothes and accessories of Water.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
 
  
'''Mask:'''
+
You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
+
'''Fluid Form'''
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Assume the form of a Water creature.
  
'''Shapechange:'''
+
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is a Water creature.
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.  
 
This can give you new abilities, but these are things you could already do using the same power.
 
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
* Limited outcome: Transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.  
You rating in the improved action increases by one.
+
* Standard outcome: A generic creature, very hard to recognize as yourself.  
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
+
* Great outcome: Assume the shape and some of the personality of a specific creature you have studied.
  
''Example
+
'''Fluid Flux'''
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Fluid Form a willing or helpless creature.
  
'''Transform:'''
+
This is Fluid Form applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
 
  
This is the shapechange power applied to another creature.
+
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
'''Fluid Flock'''
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Fluid Form on crowds.
  
'''Wild Hunt:'''
+
This is where Consort becomes a combination of the Fluid Flux and Attune: Tide Tamer power abilities. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
 
  
This is where Consort becomes a combination of the Shapechange and Summon power effects.
+
This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, friendly waves to act as servants or laborers.
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
 
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.  
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
 
=== Finesse ===
 
=== Finesse ===
 
Exercise finesse with your power, manipulating and attacking with precision.
 
Exercise finesse with your power, manipulating and attacking with precision.
  
'''Ride:'''
+
'''Ripple Ride'''
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Ride a swimming mount or water vehicle.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
This allows you to use Finesse with Water creature mounts and water vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
  
'''Duel:'''
+
'''Ripple Rend'''
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
Fine and potent melee attack.
  
What this actually does depends on the power used.
+
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
Fire burns, wind slices, ice pieces or freezes, and so on.
 
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
 
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
'''Ripple Reach'''
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Fine control of water.
  
This allows you to manipulate small amounts of matter governed by your power.
+
This allows you to manipulate small amounts of liquid, similar to what you could do by hand, but you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act for you. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
  
'''Surge:'''
+
'''Ripple Riot'''
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Travel in and on water.
  
You create ans use weapon like Duel above, and also create distractions.
+
Your crew and rides can travel on and under water at normal speed.
The effect is like having a number of trusty but entirely defensive allies in the fight.
+
The power provides air as needed and negates water pressure.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
 
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
'''Splash Search'''
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
Track in water.
  
Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
  
'''Potent Snipe:'''
+
'''Splash Shot'''
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
Attack like a fine and potent rifle.
  
The effect of this action varies depending on the nature of your power.
+
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.  
 
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
 
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
'''Splash Shape'''
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
Control water terrain.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
You can create waves, floods, rain, dew, and mist.
Environmental Control does not inflict any direct damage.
+
This is usually used as a setup, but may also change how people act in reaction to the environment—rain and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.
  
'''Area Attack:'''
+
'''Splash Storm'''
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
Water attack on an area.
  
An escalation of Potent Snipe, this affects all enemies in a single location.
+
An escalation of Splash Shot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
The effect is more powerful but less precise.
 
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
 
=== Prowl ===
 
=== Prowl ===
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Sneak and move with stealth and agility.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
'''Stream Stealth'''
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
Hide in water.
  
This provides you cover to hide in places you ordinarily could not.  
+
This allows you to hide and breathe in water.
Where you can use this is explained in each specific power.
+
You can hide in any liquid, but you can't breathe toxic liquids.
It otherwise works just like any other attempt to use Prowl to avoid notice.
+
It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
 
  
'''Maneuver:'''
+
'''Stream Speed'''
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Breathe and move fast through water.
  
Again, each power will explain how it can use this mobility.
+
This allows you swim effortlessly at running speed, make far jumps out of water, endure any pressure, and breathe any liquid.  
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Your crew cannot use this unless you employ Stream Strategy, below.
  
'''Travel:'''
+
'''Stream Strategy'''
''You can bring allies along when you use Reconnaissance and Maneuver.
+
Crew Stream Stealth and Stream Speed.
  
Now you and your allies can Prowl in places where your power is at home.  
+
Now you and your allies can use Stream Stealth and Stream Speed.  
 
They still use their own Prowl action.
 
They still use their own Prowl action.
  
'''Transport:'''
+
'''Stream Step'''
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
Teleport crew between water locations.
 +
 
 +
You and allies can teleport from one location in water to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
  
How and where you use this is explained in each power.
+
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
This takes you to places you are familiar with.
 
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
 
=== Skirmish ===
 
=== Skirmish ===
Engage in close combat and create chaos with the power to Skirmish.
+
Prosper in the chaos of battle.
 +
 
 +
'''Current Cure'''
 +
Resist water damage.
  
'''Skirmish Attack:'''
+
Absorb energies related to Water.
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
This includes Water attacks, water cannon, high pressure, and acids.
 +
This allows you to ignore most harm from a dangerous environment matching your . Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.
+
'''Current Cut'''
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Fine and potent melee attack.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
''Same as Skirmish Attack, except the weapon is fine and potent.
 
  
'''Obstruction:'''
+
'''Current Curbing'''
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
Prevent scale in melee.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
This creates some kind of hindrance, like walls of churning waters, mires, and whirlpools. The result is to deny the advantage of numbers.
The effect is to deny your enemies the advantage of numbers.
 
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
'''Current Clash'''
''Your power strikes out in all directions, attacking all enemies in a wide area.
+
Strike out in all directions, attacking all nearby enemies.
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge.
+
Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
 +
 
 +
Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.
 +
 
 +
'''Aqua Assessment'''
 +
Identify liquids, Water creatures, and Water powers.
 +
 
 +
This gives the name and very basic information in narrative terms, but not details or actual rules.
 +
 
 +
'''Aqua Analysis'''
 +
Learn the powers and abilities of Water.
 +
 
 +
You learn of any powers or special abilities the target has. This includes actual rules and game result.
  
'''Analyze:'''
+
'''Aqua Archive'''
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
Read the past events of Water.
  
'''Research:'''
+
This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.
''You know the powers and abilities of something you analyze.
 
  
'''Hindsight:'''
+
'''Aqua Atlas'''
''You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
Aqua Assessment on an area, then Aqua Archive.
  
'''Omniscience:'''
+
Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Hindsight to learn the history of up to three such locations.
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
 
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.
 +
 
 +
'''Stream Sight'''
 +
Sense Water at a distance.
 +
 
 +
This is a basic spotting power, selectively sensing things related to your power.
 +
 
 +
'''Stream Scope'''
 +
Perceive from any liquid.
 +
 
 +
You move your perception to an object or place with water or other liquid and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.
  
'''Detect:'''
+
'''Stream Spy'''
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Spy from a liquid.
  
'''Sensor:'''
+
Similar to Stream Scope but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Stream Scope, typically close enough to observe the target. Fails if no suitable viewpoint is available.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
  
'''Scry:'''
+
'''Stream Sweep'''
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Perceive from many liquids at once.
  
'''Omnipresence:'''
+
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
''You perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
You sense from every bit of liquid in a wide area.
 +
Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate Water creatures.  
Sway creatures based on your power with persuasion and cajoling.
+
Position is determined normally, depending on the situation and your relation to listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.  
+
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.  
You need not select a specific type of creature in advance.
+
* Standard Outcome can convince a target with no particular stake in the matter.  
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all.
+
* Great Outcome will convince a reluctant target, but not a passionate one.
This still has the normal stress cost.
+
 
 +
'''Fluid Friend'''
 +
Understand Water creatures.
  
'''Communicate:'''
+
You can gauge the mood and motivations of Water creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Wave Words, this allows full communication.
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
 
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
'''Fluid Fluency'''
 +
Communicate with Water creatures.
  
'''Translate:'''
+
This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.  
''You and allies can communicate with creatures based on your power.
 
  
This allows you to use the Sway power to its full effect.
+
In addition, you can make any creature feel caring, mercurial, and spiritual, which is commonly used as a setup for a Sway going along with these moods.
You are still wheedling unless you also use Command the advanced Command effect.
 
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
'''Fluid Fluster'''
 +
Post suggestions in a Water creature.
  
'''Mesmerize:'''
+
This is essentially an enhanced Sway attempt, allowing you to implant suggestions in Water creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
 
  
Essentially this is an attempt to Sway with two advantages.
+
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
 
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
 
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
 
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
'''Fluid Fellowship'''
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Permanently change personality.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This is permanent but blatant. It changes the mind of a Water creature on a deep level, altering their priorities and loyalties. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
 
Exceptional creatures and exceptional circumstances can break this change.
 
This depends more on role-playing than die rolls.
 
  
 
=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and concoct liquids to suit your needs. The power and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
 
 +
Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.
  
'''Handle:'''
+
For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use Fluid Foundry.
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
 
  
This mainly substitutes for tools, up to a small workshop.
+
'''Fluid Fabrication'''
You are also protected from any dangerous effects of working with the elements of your power.
+
Emulate tools for liquids.
  
'''Shape:'''
+
This ability substitutes for tools and protection devices typical of a small workshop.
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
 
  
You can now do more than normal craft could do.
+
'''Fluid Formation'''
You can work elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.
+
Shaped liquids will retain their shape.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
 
This may allow you to set up traps or devices that would normally require extensive equipment.
 
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes.  
The effect determines the effectiveness of your construction, but also how long it will last.
+
You can work liquids without having to have them in a container, which allows faster and more exact chemistry.
Devices that are more powerful are harder to contain, and thus wont last as long.  
+
You don't need tools to build complex fine and potent items.
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
+
This can facilitate the construction of traps or devices, avoiding the need for extensive equipment.
  
'''Create:'''
+
'''Fluid Fusion'''
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
+
Create liquids out of nothing.
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.  
+
With multiple powers you can transform liquids into material linked to another power. 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 mist so you can walk through and the door then returns to normal.
The result will maintain its form as if affected by the Shape ability.
 
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
'''Fluid Foundry'''
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
Fluid Formation on a large scale.
  
Pretty self-explanatory, this is Create on a larger scale.
+
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.
This is useful for equipping a large band or building something large out of nothing.
 
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
Destroy, dismantle, and obliterate liquids, or smash stuff using water.
 +
 
 +
The outcome required depends on the size and structural strength of your target.
 +
* Limited Outcome: Construction significantly weaker than a brick wall. Destroy any liquid occurring in nature.
 +
* Standard Outcome is a car-sized hole in a brick or mortar wall.  A smaller hole still needs standard outcome. Destroy any liquid that can be made using mundane technology.
 +
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Destroy any liquid, even one incorporating powers.
 +
 
 +
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
  
'''Jimmy:'''
+
'''Tide Tumble'''
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Pollute liquids or strike with a watery sledgehammer.
  
Just as crude as it sounds.  
+
Just as crude as it sounds. You destroy up to a cubic meter of liquids and 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.
You destroy things related to your power, and strike with the force of a sledgehammer in combat.
 
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
'''Tide Tear'''
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
+
Evaporate liquids, slice as a watery blade.
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.  
+
Destroy 1000 cubic meters of liquid.  
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
You can also use this to smash other things or as a fine, potent sledgehammer.
  
'''Disintegrate:'''
+
'''Tide Tow'''
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Tide Tear, but destroyed targets disappear silently.
  
 
The real difference here is that wrecking things is now silent when you have the right power.  
 
The real difference here is that wrecking things is now silent when you have the right power.  
You also leave less traces, as what you wreck disappears.  
+
Leave less traces, as what you wreck disappears.  
This can also be used to get rid of evidence, as long as that evidence matches your power.
+
Get rid of evidence, as long as that evidence matches your power.
  
'''Obliterate:'''
+
'''Tide Tsunami'''
''Similar to smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
Tide Tear over a large area.
  
Rather straightforward, this just scales things up.
+
Rather straightforward, this just scales things up to a billion cubic meters.
 +
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, creates a local tsunami.
 +
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 to form.

Latest revision as of 21:28, 12 November 2024

Fox in the DarkFox in the Dark logo
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Powers (FiD)Fox in the Dark logo

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. 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, or be a corroding acid.

Water Power Effects Table

Action Basic
No minimum
4 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
6 Stress
Apex
Minimum 6 Dice
7 Stress
Attune Tide Tracker
Detect water creatures and powers.
Tide Tilt
Dismiss a water creature. End a Water power.
Tide Tamer
Summon a water creature.
Tidewater
Create a portal to the plane of water.
Command Wave Words
Water creatures understand your commands.
Wave Wisp
Communicate with distant Water creatures.
Wave Whisper
Command Water creatures as a superior.
Wave Warden
Permanently bind Water creatures to service.
Consort Fluid Fashions
Clothes and accessories of Water.
Fluid Form
Assume the form of a Water creature.
Fluid Flux
Fluid Form a willing or helpless creature.
Fluid Flock
Fluid Forgery on crowds.
Finesse Ripple Ride
Ride a swimming mount or water vehicle.
Ripple Rend
Fine and potent melee attack.
Ripple Reach
Fine control of water.
Ripple Riot
Travel in and on water.
Hunt Splash Search
Track in water.
Splash Shot
Attack like a fine and potent rifle.
Splash Shape
Control water terrain.
Splash Storm
Water attack on an area.
Prowl Stream Stealth
Hide in water.
Stream Speed
Breathe and move fast through water.
Stream Strategy
Crew Stream Stealth and Stream Speed.
Stream Step
Teleport crew between water locations.
Skirmish Current Cure
Resist water damage.
Current Cut
Fine and potent melee attack.
Current Curbing
Prevent scale in melee.
Current Clash
Strike out in all directions, attacking all nearby enemies.
Study Aqua Assessment
Identify liquids, Water creatures, and Water powers.
Aqua Analysis
Learn the powers and abilities of Water.
Aqua Archive
Read the past events of Water.
Aqua Atlas
Aqua Assessment on an area, then Aqua Archive.
Survey Stream Sight
Sense Water at a distance.
Stream Scope
Perceive from any liquid.
Stream Spy
Spy from a liquid.
Stream Sweep
Perceive from many liquids at once.
Sway Fluid Friend
Understand Water creatures.
Fluid Fluency
Communicate with Water creatures.
Fluid Fluster
Post suggestions in a Water creature.
Fluid Fellowship
Permanently change personality.
Tinker Fluid Fabrication
Emulate tools for liquids.
Fluid Formation
Shaped liquids will retain their shape.
Fluid Fusion
Create liquids out of nothing.
Fluid Foundry
Fluid Formation on a large scale.
Wreck Tide Tumble
Pollute liquids or strike with a watery sledgehammer.
Tide Tear
Evaporate liquids, slice as a watery blade.
Tide Tow
Tide Tear, but destroyed targets disappear silently.
Tide Tsunami
Tide Tear over a large area.

Expanded Powers

Attune

Harness the power of Attune to perceive and manipulate supernatural energies, allowing you to detect and interact with beings and phenomena from other planes of existence.

The consequences usually depends on what happens around you when you do it. Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.

Tide Tracker Detect water creatures and powers.

This is usually done to see a Water spirit or to spot a disguised Water creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature. Limited outcome suffices against something you can clearly see. You need greater outcome against against something that is hidden (standard outcome) or behind a wall (great outcome).

Tide Tilt Dismiss a water creature. End a Water power.

Dismissing a creature is hard and usually requires great outcome. A creature that has been wounded or otherwise weakened only needs standard outcome. A creature that wants to be dismissed requires only limited outcome.

Dispelling is usually easier. You can dispel any Water power or that affects a liquid or a Water creature.

Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This improves the position of the supported action.

It can also be used to break the continuing results of powers or to force a Water spirit to materialize. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses power to breathe water you can have a better 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.

Tide Tamer Summon a water creature.

Summoning can bring you allies to fight or labor for you, giving you scale. They can also give advice and information related to their power. Summons can use simple powers and maintain powers you have created.

You can summon generic creatures without having to do a flashback. Such a creature is similar to a gang member in ability and are often summoned in groups to add scale. To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a type id number or block of data. Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information. It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.

Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.

A Water is a simple creature totally dominated by its power. Most elementals have animal intelligence, and often take the shape of animals as well, tough waves, whirlpools, and humanoid forms are also common.

Spirits are immaterial, ephemeral, less physically oriented, instead manifesting the emotional and mental manifestations of Water: caring, mercurial, and spiritual. Spirits are more intelligent than elementals. They can use sophisticated powers and usually have an agenda of their own.

Creatures with powers resemble normal creatures, having a biological body, metabolism, and functioning as ordinary living creatures but also have some exceptional abilities related to their power. A Water dragon is impossibly large, swims through the sky, and can cause floods. Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune powers.

Depending on your outcome the creature is willing to do different things. Limited outcome allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it.

Standard outcome allows you to ask for any service appropriate to the type of creature. A Water creature is not too choose, but its mercurial nature makes it fickle and it likes to rotate between multiple tasks. This includes dangerous tasks such as combat if the creature has such abilities, which most of them do.

Great outcome allows actions outside the creature's comfort zone, but not things it directly opposes. A Water creature abhors static tasks. Lengthy service also requires great outcome, like summoning the creature to guard a treasure for as long as it can.

Typical consequences include:

  • A bargain of payment in things the creature prizes.
  • You need to concentrate to keep the creature under control.
  • The creature breaks things around you.
  • Overly literal interpretations of your commands.
  • The creature deliberately does its tasks poorly.
  • Demanding not to be summoned again until some time or event has passed.

Offering a creature gifts or services appropriate to its nature can help. This is essentially a devil's bargain, accepting a price in advance. Desperate position usually comes from trading position for outcome (called trading position for effect in the rulebook), but it might come from a difference in ethos. If you are a priest of fire and summon a water spirit, or if the summon is three or more tiers above you the position will be desperate. Desperate consequences include a tightwire struggle to keep the creature under control, a demand that you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.

Tidewater Create a portal to the plane of water.

Opens a route of transport to a plane of Water. A gate lasts for a while, enough for a quick score. If things take a lot of time it might require a separate use of the power to return home again. The first-time you gate to a certain place the position is at least risky and becomes desperate if there is any kind of disturbance.

Gating can allow access to creatures too powerful to summon, so you instead ask for an audience. The creature may then use the gate to come to you, call you into its presence, or just communicate with you.

There are things that are possible to do on these planes that are not allowed in the regular world, most Water power abilities 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 power rarely reach outside the plane where you perform them, but if they affect creatures on that plane, they may remain when you return to the mundane world.

Command

Command and intimidate Water creatures, projecting authority. Position and effect depend on the situation and your relationship with listeners.

Wave Words Water creatures understand your commands.

This is useful for intimidating and commanding foreign or alien Water creatures. Combined with Sway: Fluid Friend, it allows two-way communication.

Wave Wisp Communicate with distant Water creatures.

You can communicate with Water creatures over any distance as long as you know the target, and a line-of-sight even if you do not. You can communicate with the most powerful Water creature in a vehicle or installation as long as you can see the exterior. The communication is simple and direct, suitable for the Command skill.

You can also use a surface of calm water to communicate with another creature also observing a surface of calm water, but this generally requires an agreed-upon time.

Wave Whisper Command Water creatures as a superior.

Targets will see you as a superior or alpha outranking them. This does not remove existing loyalties, which can lead to conflicts. Understanding the social order of your targets helps avoid conflict with their established loyalties. Ordering a pod of sharks to ignore a disturbance is harder (needs more outcome) than telling them to deal with it and move on, because their nature is to hunt.

Limited outcome might result in a creature not doing what it might not have done anyway, like forgetting to report you or give you a ticket. Standard outcome makes the creature do what it should, but in a way you decide, like a police officer escorting you to safety or doing you a quick favor. Great outcome means targets will ignore their normal routine and go out of their way to please you, like neutral faction warriors fighting for you, or enemies ignoring or fleeing from you.

The position depends on the creatures' actual relationship to you—ordering a creature that sees itself as your superior is a desperate position. A controlled position comes from a creature that agrees you are superior, usually just making retrying harder. A risky position is typical against a creature that sees itself as your equal and not your enemy, possibly leading to heat, misunderstood orders, or small rebellions.

Wave Warden Permanently bind Water creatures to service.

This won’t work unless you are already in a position of power. It is similar to Wave Whisper but permanent. Strong emotions can break your control, but otherwise, it lasts until dispelled.

Consort

Consort powers change your form and later that of other creatures. This often works as a set-up action, giving you a bonus to effect or improved position, make success automatic, or even allow an action that a human could not even attempt.

A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.

Fluid Fashions Clothes and accessories of Water.

You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.

Fluid Form Assume the form of a Water creature.

This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is a Water creature.

Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.

  • Limited outcome: Transform into yourself like you would have been, had you grown up as the creature whose form you assume. Those familiar with you will recognize you.
  • Standard outcome: A generic creature, very hard to recognize as yourself.
  • Great outcome: Assume the shape and some of the personality of a specific creature you have studied.

Fluid Flux Fluid Form a willing or helpless creature.

This is Fluid Form applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.

This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.

Fluid Flock Fluid Form on crowds.

This is where Consort becomes a combination of the Fluid Flux and Attune: Tide Tamer power abilities. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into minions. Targets must be willing, non-sentient like animals, or just very minor figures in the plot, many tiers below you.

This is usually used to create a host of goons that will fight and chase for you. Such goons are more interested in chasing and cornering targets than in actual combat. Or they can be given bit parts, friendly waves to act as servants or laborers.

Finesse

Exercise finesse with your power, manipulating and attacking with precision.

Ripple Ride Ride a swimming mount or water vehicle.

This allows you to use Finesse with Water creature mounts and water vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.

Ripple Rend Fine and potent melee attack.

Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.

Ripple Reach Fine control of water.

This allows you to manipulate small amounts of liquid, similar to what you could do by hand, but you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act for you. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power. This takes almost no time and can be used as a set-up for yourself or quickly between other actions.

Ripple Riot Travel in and on water.

Your crew and rides can travel on and under water at normal speed. The power provides air as needed and negates water pressure.

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 in water.

This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.

Splash Shot Attack like a fine and potent rifle.

Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.

Splash Shape Control water terrain.

You can create waves, floods, rain, dew, and mist. This is usually used as a setup, but may also change how people act in reaction to the environment—rain and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.

Splash Storm Water attack on an area.

An escalation of Splash Shot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.

Prowl

Sneak and move with stealth and agility.

Stream Stealth Hide in water.

This allows you to hide and breathe in water. You can hide in any liquid, but you can't breathe toxic liquids. It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.

Stream Speed Breathe and move fast through water.

This allows you swim effortlessly at running speed, make far jumps out of water, endure any pressure, and breathe any liquid. Your crew cannot use this unless you employ Stream Strategy, below.

Stream Strategy Crew Stream Stealth and Stream Speed.

Now you and your allies can use Stream Stealth and Stream Speed. They still use their own Prowl action.

Stream Step Teleport crew between water locations.

You and allies can teleport from one location in water to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.

This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.

Skirmish

Prosper in the chaos of battle.

Current Cure Resist water damage.

Absorb energies related to Water. This includes Water attacks, water cannon, high pressure, and acids. This allows you to ignore most harm from a dangerous environment matching your . Roll Skirmish when subject to harm from such energies. This is your inherent resistance, it does not require any activity on your part. Reduce the level of harm inflicted based on the level of success. 1-3: Nothing. 4-5: Reduce level of harm by one. 6: Reduce level of harm by two. Crit: Negate all harm and recover 1 stress.

Current Cut Fine and potent melee attack.

Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.

Current Curbing Prevent scale in melee.

This creates some kind of hindrance, like walls of churning waters, mires, and whirlpools. The result is to deny the advantage of numbers.

Current Clash Strike out in all directions, attacking all nearby enemies.

Turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your damage to hurt all your enemies in the skirmish.

Study

Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.

Position depends on the situation. Safely in your base the position is controlled. In the middle of a fight or when pinned down the position is desperate. Sometimes thing you are researching it dangerous in itself, worsening position, consequences may give you knowledge that lacks crucial details.

Aqua Assessment Identify liquids, Water creatures, and Water powers.

This gives the name and very basic information in narrative terms, but not details or actual rules.

Aqua Analysis Learn the powers and abilities of Water.

You learn of any powers or special abilities the target has. This includes actual rules and game result.

Aqua Archive Read the past events of Water.

This includes previous owners and how the object has been moved around as well as significant scenes from its history. The power zooms in on events of interest to you.

Aqua Atlas Aqua Assessment on an area, then Aqua Archive.

Provides a detailed view of events involving your power as far as you can see, pinpointing locations of interest like bases and power nodes. You can then use Hindsight to learn the history of up to three such locations.

Survey

Perceive and locate manifestations of your power. The outcome you need depends on the target's concealment. Limited outcome finds targets in concealment. Standard outcome finds those hiding behind cover and in far places you can only barely see. Great outcome can look behind walls and into hard cover.

Stream Sight Sense Water at a distance.

This is a basic spotting power, selectively sensing things related to your power.

Stream Scope Perceive from any liquid.

You move your perception to an object or place with water or other liquid and sense as if you were at that spot as long as you maintain concentration. You still sense things at your actual location, but only very dimly.

Stream Spy Spy from a liquid.

Similar to Stream Scope but allows you to focus on a specific creature or position. Automatically directs your senses to towards the best vantage point for Stream Scope, typically close enough to observe the target. Fails if no suitable viewpoint is available.

Stream Sweep Perceive from many liquids at once.

Enhances your senses impossibly, akin to being multiple individuals spread across the scene. You sense from every bit of liquid in a wide area. Creates a comprehensive mental image of the area, revealing numerous details simultaneously. It's challenging for targets to hide unless they are aware of how to conceal themselves.

Sway

Communicate, mesmerize, and manipulate Water creatures. Position is determined normally, depending on the situation and your relation to listeners.

  • Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
  • Standard Outcome can convince a target with no particular stake in the matter.
  • Great Outcome will convince a reluctant target, but not a passionate one.

Fluid Friend Understand Water creatures.

You can gauge the mood and motivations of Water creatures and understand what they are saying. This does not allow you to be understood. Used together with Command: Wave Words, this allows full communication.

Fluid Fluency Communicate with Water creatures.

This allows you and your crew to use the Sway action at full power, overcoming cultural and linguistic barriers. You are persuading, not speaking with authority.

In addition, you can make any creature feel caring, mercurial, and spiritual, which is commonly used as a setup for a Sway going along with these moods.

Fluid Fluster Post suggestions in a Water creature.

This is essentially an enhanced Sway attempt, allowing you to implant suggestions in Water creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.

Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.

Fluid Fellowship Permanently change personality.

This is permanent but blatant. It changes the mind of a Water creature on a deep level, altering their priorities and loyalties. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.

Tinker

Manipulate, shape, and concoct liquids to suit your needs. The power and durability of your constructions depend on the outcome. More powerful devices are harder to sustain and will not last as long. Most creations will endure until the end of a score.

Position depends on the tranquility of your workspace and if you are working on something dangerous in itself.

For long-term projects, Tinker powers can substitute for missing tools, but that is all they do until you use Fluid Foundry.

Fluid Fabrication Emulate tools for liquids.

This ability substitutes for tools and protection devices typical of a small workshop.

Fluid Formation Shaped liquids will retain their shape.

This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes. You can 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 of traps or devices, avoiding the need for extensive equipment.

Fluid Fusion Create liquids out of nothing.

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 power. 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 mist so you can walk through and the door then returns to normal.

Fluid Foundry Fluid Formation on a large scale.

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.

Wreck

Destroy, dismantle, and obliterate liquids, or smash stuff using water.

The outcome required depends on the size and structural strength of your target.

  • Limited Outcome: Construction significantly weaker than a brick wall. Destroy any liquid occurring in nature.
  • Standard Outcome is a car-sized hole in a brick or mortar wall. A smaller hole still needs standard outcome. Destroy any liquid that can be made using mundane technology.
  • Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Destroy any liquid, even one incorporating powers.

The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.

Tide Tumble Pollute liquids or strike with a watery sledgehammer.

Just as crude as it sounds. You destroy up to a cubic meter of liquids and 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, slice as a watery blade.

Destroy 1000 cubic meters of liquid. You can also use this to smash other things or as a fine, potent sledgehammer.

Tide Tow Tide Tear, but destroyed targets disappear silently.

The real difference here is that wrecking things is now silent when you have the right power. Leave less traces, as what you wreck disappears. Get rid of evidence, as long as that evidence matches your power.

Tide Tsunami Tide Tear over a large area.

Rather straightforward, this just scales things up to a billion cubic meters. 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, creates a local tsunami. 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 to form.