Difference between revisions of "Abyss Powers (FiD)"
(→Prowl) |
|||
Line 413: | Line 413: | ||
=== Prowl === | === Prowl === | ||
− | + | Abyss prowls by making the body elastic, even flowing like malichor. | |
− | ''' | + | '''Malformation ''' |
− | Hide in | + | Hide in small hollow spaces. |
− | + | Makes your body extra flexible, allowing you to fit into smaller hiding spaces. | |
− | |||
− | |||
− | ''' | + | '''Maladaptation''' |
− | + | Turn yourself liquid to move through small spaces. | |
− | + | Turn yourself into a viscous liquid, able to slowly seep through small openings and along any surface. | |
− | |||
− | ''' | + | '''Malcontent''' |
Crew Stream Stealth and Stream Speed. | Crew Stream Stealth and Stream Speed. | ||
− | + | Give your crew the ability to use Malformation and Maladaptation. | |
They still use their own Prowl action. | They still use their own Prowl action. | ||
This is commonly a group action. | This is commonly a group action. | ||
− | ''' | + | '''Malodor''' |
− | + | Turn yourself and your crew into fumes to travel. | |
− | You and | + | You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage. |
− | This is | + | This is almost instantaneous travel that leaves a trail of miasma along your path. |
− | + | It is not a form of teleportation but the effect is similar. | |
− | + | You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory. | |
− | |||
=== Skirmish === | === Skirmish === |
Revision as of 21:49, 30 July 2025
![]() |
Starfox's Blades in the Dark fan page |
This is a work in progress.
![]() |
Abyss is the essence of elemental potential, energy, and corruption.
In some creation myths the Abyss is the first to form and the source of all elements and even of life itself. Others see it as the end state of corruption, when everything has been mixed and confused into a shapeless slurry. All agree it holds energy and raw power, but also danger and potential destruction.
In its pure form it manifests as malichor, a tarry black substance with aspects to all the elements, it is elastic like a mix of mud and water, can burn, and excludes energetic fumes. It adheres to all other things and is toxic, slowly killing living creatures unless they can free themselves of it. Malichor is a powerful fuel useful in crafting both science and magic.
Abyss attacks can smash, drown, crack, or corrode. Each Abyss user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.
Abyss creatures are called demons and are hostile and destructive in the extreme, but the power of Abyss also rules over all elemental creatures.
Abyss Power Effects Table
Action | Basic | Advanced | Master | Apex |
Dice | — | Minimum 2d | Minimum 4d | Minimum 6d |
Stress | Avoid fumble (2+). | Succeed (4+). | Full success (6). | Critical (2 sixes). |
Attune | Tide Tracker Detect water creatures and powers. |
Tide Tilt Dismiss a water creature. End a Abyss power. |
Tide Tamer Summon a water creature. |
Tide Pool Create a portal to the plane of water. |
Command | Wave Wake Intimidate with Abyss. |
Wave Whisper Communicate with distant Abyss creatures. |
Wave Words Command Abyss creatures as a superior. |
Wave Warden Permanently bind Abyss creatures to service. |
Consort | Fluid Fashions Clothes and accessories of Abyss. |
Fluid Form Assume the form of a Abyss 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 Abyss 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, Abyss creatures, and Abyss powers. |
Aqua Analysis Learn the powers and abilities of Abyss. |
Aqua Archive Read the past events of Abyss. |
Aqua Atlas Aqua Assessment on an area, then Aqua Archive. |
Survey | Stream Sight Sense Abyss 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 Abyss creatures. |
Fluid Fluency Communicate with Abyss creatures. |
Fluid Fluster Post suggestions in a Abyss 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 dominated by Abyss. As the ultimate elemental power, Abyss dominates other elemental forms, allowing you to affect Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water powers.
Abyssal Aperture Detect water creatures and powers.
This is usually done to see spirit or to spot a disguised creature. Abyss can affect creatures and powers of all these forms: Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.
This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). This does not locate creatures and power effects, it merely shows they are present. The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.
Abyssal Abandonment Dismiss a creature. End a power.
Force a creature that is native to another plane to return to that plane, force a spirit to materialize, or to end the operation of a power created by a form dominated by Abyss or affecting an Abyss creature or Malichor. Abyss dominates the elemental powers: Abyss can affect creatures and powers of all these forms: Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water.
Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.
Forcing a spirit to materialize is easy, but limited in range; if the creature can get away from you it can de-materialize again, only to materialize again if it gets close enough. Limited effect only works on spirits within reach. Standard effect covers an area based on your tier (p 220). Great effect reaches out to a range covered by tier (p 220).
Dismissing a creature is hard and usually requires great effect. A creature that has been wounded or otherwise weakened only needs standard effect. A creature that wants to be dismissed requires only limited effect.
Abyssal Avatar Summon a creature.
Abyss creatures are called demons and come in three types, elementals, spirits, and creatures with powers.
An Abyss elemental is a simple creature made of malichor. Most elementals have animal intelligence, and often take the shape of animals as well, tough monsters, amoeba-like, and humanoid forms are also common, often with additional appendages or tentacles.
Spirits are immaterial, ephemeral, less physically oriented, focused on liberating creatures from whatever is restraining their actions; willpower, self-discipline, morale, or consistency. Spirits are more intelligent than elementals, they use sophisticated powers and may 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. An Abyss dragon is impossibly large, constantly morphing, and corrupts whatever it touches.
Summons are Chohorts: Creatures you summon function as temporary cohorts — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.
You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.
Summoning a Creature: The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.
Depending on your degree of outcome, a creature is willing to do different things:
- Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
- Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
- Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.
The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:
- General sulkiness
- Half-hearted efforts
- Demanding not to be summoned again
- Breaking things or demanding concessions
- Overly literal interpretations of your commands
- A test attack to assert dominance
- Deliberate sabotage of tasks
- A constant struggle to maintain control
Abyssal Ascension Create a portal to the plane of the Abyss.
Opens a route of transport to a plane of Abyss. These are planes of ultimate chaos and confusion, dominated by demons.
There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.
This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.
Command
Command and intimidate demons and elemental creatures, projecting authority. Abyss dominates creatures of the Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms, allowing you to affect such creatures. Position and effect depend on the situation and your relationship with listeners.
Abyssal Authority Intimidate with Abyss.
You can create Abyss effects such as a chaotic aura or melting nearby matter to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon. This can provide the leverage needed to use Command to intimidate without actual threat of violence. Abyss creatures might recognize you as a figure of authority.
Abyssal Apparition Communicate with distant elemental creatures.
You can communicate with Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and 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 Abyss 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.
Abyssal Authority Command Abyss creatures as a superior.
Creatures of the Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms 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.
Abyssal Anomie Permanently bind Abyss creatures to service.
You can bind creatures of the reatures of the Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water forms into permanent slavery. This won’t work unless you are already in a position of power. It is similar to Wave Whisper but permanent. Extreme emotions can break your control, and Abyssal creatures are naturally headstrong. 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 Abyssal forms are unstable or shifting and may include extra appendages or body parts alien to your desired form.
Abyssal Accessory Clothes and accessories of Abyss.
You do not physically change yourself, you change your accessorize and outfit. Abyssal accessories can include all elemental materials. As an advanced ability, you can do this for another.
Artery of the Abyss Assume the form of any creature.
This is a true physical transmutation. You can assume any physical form, but minor details will vary over time even if there are no consequences, this is just the chaotic nature of the Abyss.
Artery of the Abyss 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 Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Life, Light, Metal, Plant, or Water, powers appropriate to your assumed form 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.
Abyssal Apparition Artery of the Abyss a willing or helpless creature.
This is Artery of the Abyss 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.
Abyssal Aurora Abyssal Apparition on crowds.
This is where Consort becomes similar to an Attune Summon power effect. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.
This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.
Finesse
Abyss doesn't confirm well to the exact control of Finesse, there is often worse consequences compared to Finesse used with other Forms, but it is very flexible.
Abyssal Assistance Ride any material mount or water vehicle.
This allows you to use Finesse with Abyss, Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant, and Water, creature mounts. 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.
Select a style of attack, burn, smash, drown, crack, or corrode your victims. This is your signature style and you can use it as a Fine Potent dueling weapon such as a rapier or pistol. 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.
Abyssal Arc Fine control of matter.
This allows you to manipulate small amounts of Air, Animal, Death, Earth, Electricity, Fire, Ice, Light, Metal, Plant (vegetate matter), or Water at short range and with little attention, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act through. 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.
Abyssal Avenue Travel in and on water.
Create mounts for you and your crew. This also provides survival needs such as breathable air and protection from pressure and extremes of pressure and temperature.
Hunt
Track, attack, and unleash devastating barrages with the power of the Abyss.
Abyssal Anchor Track anyone you have a link to.
As long as you have a former body part of your quarry, you can track any creature over any terrain. Typical body parts used are hairs, spoor, excrement, blood, and even very intimately physical items. Things you have eaten or consumed provide such links for you.
Abluent Abyss Attack like a fine and potent rifle.
Create and project a drop or malichor to use as an attack.. 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.
Abyss Alley Control terrain.
Cause chaos and disruption to the terrain, destroying roads, creating barriers and badlands such as mudslides, smog, or pollution. This is usually used as a setup, but may also change how people act in reaction to the environment—make the area disgusting enough and people will try and avoid it. This does not inflict any direct damage.
Abyssal Apocalypse Abluent Abyss on an area.
An escalation of Abluent Abyss. Less precise, this affects all creatures at a location, with almost guaranteed 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
Abyss prowls by making the body elastic, even flowing like malichor.
Malformation Hide in small hollow spaces.
Makes your body extra flexible, allowing you to fit into smaller hiding spaces.
Maladaptation Turn yourself liquid to move through small spaces.
Turn yourself into a viscous liquid, able to slowly seep through small openings and along any surface.
Malcontent Crew Stream Stealth and Stream Speed.
Give your crew the ability to use Malformation and Maladaptation. They still use their own Prowl action. This is commonly a group action.
Malodor Turn yourself and your crew into fumes to travel.
You and your crew turn into noxious fumes that can quickly travel through open spaces as well as along any construction fault, flaw, or damage. This is almost instantaneous travel that leaves a trail of miasma along your path. It is not a form of teleportation but the effect is similar. You must be familiar with the destination and have some idea of the path to take, so it works well to escape after an intrusion but is almost useless for intrusion into unfamiliar territory.
Skirmish
Prosper in the chaos of battle.
Current Cure Resist water damage.
Absorb energies related to Abyss. This includes Abyss attacks, water cannon, high pressure, and acids. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels. As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Targets roll their own Skirmish dice.
Current Cut Fine and potent melee attack.
Abyss attacks cut, pierce, smash, or corrode, depending om your chosen style. 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 Abyss 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, Abyss creatures, and Abyss 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 Abyss.
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 Abyss.
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 those hiding behind cover and in far places you can only barely see.
- Standard outcome can look behind walls and into hard cover.
- Great outcome can look into far-away places and spots you had no idea existed.
Stream Sight Sense Abyss 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 Abyss 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 Abyss creatures.
You can gauge the mood and motivations of Abyss creatures and understand what they are saying. This does not allow you to be understood. You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.
Fluid Fluency Communicate with Abyss 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 Abyss creature.
This is essentially an enhanced Sway attempt, allowing you to implant suggestions in Abyss creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
Fluid Fellowship Permanently change personality.
This is permanent but blatant. It changes the mind of a Abyss 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 Abyss creature love Fire or stop being caring, mercurial, or spiritual. Exceptional creatures and circumstances can break this change.
Tinker
Manipulate, shape, and concoct liquids to suit your needs. This can lubricate, cushion, and exert pressure with great precision.
- Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
- Standard Outcome construction, repair, or item lasts for the duration of a score.
- Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.
- Something larger than a human, very complex, or of higher Quality Level than your Tier or Lifestyle increases the needed Outcome.
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 can Fabricate.
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 liquid but retain its form so it can remain in place while you 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 for the Apex power.
Wreck
Destroy, dismantle, and obliterate liquids, or smash stuff using Abyss.
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 direct attacks, 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.