Difference between revisions of "Water Powers (FiD)"

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{{FiD}}
 
 
{{FiD-Powers}}
 
{{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 is matter in a liquid state and fluidity in general.  
 
Water is matter in a liquid state and fluidity in general.  
 
In philosophy it is recognized as an element, sometimes as the first to form and the basis of all others, in others as the river that rings the world.
 
In philosophy it is recognized as an element, sometimes as the first to form and the basis of all others, in others as the river that rings the world.
 +
In science it is a state of matter that anything can assume under particular conditions.
 
Liquids often enable other elements to function, making earth fertile, filling the air with clouds and vapors, and either fueling or putting out fire.  
 
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.  
 
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 powers often have subtle or indirect effects.
  
Water attacks can smash, drown, or be a corroding acid.
+
Water attacks can smash, drown, crack, or be a corroding acid.
 +
Each Water user is likely to have their own distinctive attack, and going outside this style is risky and or less effective.
 +
Water creatures include water animals and amphibians of all sorts, creatures with Water powers, as well as a wide range of elementals and water spirits.
  
== Water Power Effects Table ==
+
== Water Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
+
|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
+
|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
+
|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
+
|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
+
|align="center" valign=bottom | '''Apex'''    
 +
|- 
 +
|valign=bottom | '''Dice '''
 +
|align="center" valign=bottom | —   
 +
|align="center" valign=bottom | Minimum 2d
 +
|align="center" valign=bottom | Minimum 4d 
 +
|align="center" valign=bottom | Minimum 6d      
 +
|-
 +
|valign=bottom | '''Stress'''
 +
|align="center" valign=bottom | Avoid fumble (2+).
 +
|align="center" valign=bottom | Succeed (4+).
 +
|align="center" valign=bottom | Full success (6).
 +
|align="center" valign=bottom | Critical (2 sixes).
 
|-
 
|-
 
|align="left" valign="top" | '''Attune'''
 
|align="left" valign="top" | '''Attune'''
|valign="top"| '''Tide Tracker''' <br> Detect water creatures and powers.
+
|valign="top"| '''[[#Tide_Tracker|Tide Tracker]]''' <br> Detect Water.
|valign="top"| '''Tide Tilt'''   <br> Dismiss a water creature. End a Water power.
+
|valign="top"| '''[[#Tide_Tilt|Tide Tilt]]''' <br> Dismiss Water.
|valign="top"| '''Tide Tamer'''   <br> Summon a water creature.
+
|valign="top"| '''[[#Tide_Tamer|Tide Tamer]]''' <br> Summon Water.
|valign="top"| '''Tidewater'''     <br> Create a portal to the plane of water.
+
|valign="top"| '''[[#Tide_Pool|Tide Pool]]''' <br> Gate to Water.
 
|-
 
|-
 
|align="left" valign="top" | '''Command'''
 
|align="left" valign="top" | '''Command'''
|valign="top"| '''Wave Words'''   <br> Water creatures understand your commands.
+
|valign="top"| '''[[#Wave_Wake|Wave Wake]]''' <br> Water intimidation.
|valign="top"| '''Wave Wisp'''   <br> Communicate with distant Water creatures.
+
|valign="top"| '''[[#Wave_Whisper|Wave Whisper]]''' <br> Water signalling.
|valign="top"| '''Wave Whisper''' <br> Command Water creatures as a superior.
+
|valign="top"| '''[[#Wave_Words|Wave Words]]''' <br> Command Water.
|valign="top"| '''Wave Warden''' <br> Permanently bind Water creatures to service.
+
|valign="top"| '''[[#Wave_Warden|Wave Warden]]''' <br> Bind Water.
 
|-
 
|-
 
|align="left" valign="top" | '''Consort'''
 
|align="left" valign="top" | '''Consort'''
|valign="top"| '''Fluid Fashions''' <br> Clothes and accessories of Water.
+
|valign="top"| '''[[#Fluid_Fashions|Fluid Fashions]]''' <br> Water accessories.
|valign="top"| '''Fluid Form'''     <br> Assume the form of a Water creature.
+
|valign="top"| '''[[#Fluid_Form|Fluid Form]]''' <br> Transform self.
|valign="top"| '''Fluid Flux '''   <br> Fluid Form a willing or helpless creature.
+
|valign="top"| '''[[#Fluid_Flux|Fluid Flux]]''' <br> Transform Crew.
|valign="top"| '''Fluid Flock'''     <br> Fluid Forgery on crowds.
+
|valign="top"| '''[[#Fluid_Flock|Fluid Flock]]''' <br> Transform crowds.
 
|-
 
|-
 
|align="left" valign="top" | '''Finesse'''
 
|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ripple Ride''' <br> Ride a swimming mount or water vehicle.
+
|valign="top"| '''[[#Ripple_Ride|Ripple Ride]]''' <br> Ride Water.
|valign="top"| '''Ripple Rend ''' <br> Fine and potent melee attack.
+
|valign="top"| '''[[#Ripple_Rend|Ripple Rend]]''' <br> Finesse attack.
|valign="top"| '''Ripple Reach''' <br> Fine control of water.
+
|valign="top"| '''[[#Ripple_Reach|Ripple Reach]]''' <br> Fine control of Water.
|valign="top"| '''Ripple Riot''' <br> A torrent suppresses scale.
+
|valign="top"| '''[[#Ripple_Riot|Ripple Riot]]''' <br> Travel in and on Water.
 
|-
 
|-
 
|align="left" valign="top" | '''Hunt'''
 
|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Splash Search''' <br> Track in water.
+
|valign="top"| '''[[#Splash_Search|Splash Search]]''' <br> Track through water.
|valign="top"| '''Splash Shot'''   <br> Attack like a fine and potent rifle.
+
|valign="top"| '''[[#Splash_Shot|Splash Shot]]''' <br> Water snipe.
|valign="top"| '''Splash Shape''' <br> Control water terrain.
+
|valign="top"| '''[[#Splash_Shape|Splash Shape]]''' <br> Control Water terrain.
|valign="top"| '''Splash Storm''' <br> Water attack on an area.
+
|valign="top"| '''[[#Splash_Storm|Splash Storm]]''' <br> Water area attack.
 
|-
 
|-
 
|align="left" valign="top" | '''Prowl'''
 
|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Stream Stealth''' <br> Hide in water.
+
|valign="top"| '''[[#Stream_Stealth|Stream Stealth]]'''   <br> Hide in water.
|valign="top"| '''Stream Speed'''   <br> Breathe and move fast through water.
+
|valign="top"| '''[[#Stream_Speed|Stream Speed]]'''       <br> Life in water.
|valign="top"| '''Stream Strategy''' <br> Crew Stream Stealth and Stream Speed.
+
|valign="top"| '''[[#Stream_Strategy|Stream Strategy]]''' <br> Crew prowling.
|valign="top"| '''Stream Step'''     <br> Teleport crew between water locations.
+
|valign="top"| '''[[#Stream_Step|Stream Step]]'''         <br> Go between waters.
 
|-
 
|-
 
|align="left" valign="top" | '''Skirmish'''
 
|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Current Cure'''   <br> Resist water damage.
+
|valign="top"| '''[[#Current_Cure|Current Cure]]'''     <br> Resist Water.
|valign="top"| '''Current Cut'''     <br> Fine and potent melee attack.
+
|valign="top"| '''[[#Current_Cut|Current Cut]]'''       <br> Melee attack.
|valign="top"| '''Current Curbing''' <br> Prevent scale in melee.
+
|valign="top"| '''[[#Current_Clash|Current Clash]]'''   <br> Gain Scale.
|valign="top"| '''Current Clash'''   <br> Strike out in all directions, attacking all nearby enemies.
+
|valign="top"| '''[[#Current_Cohort|Current Cohort]]''' <br> Group Action.
 
|-
 
|-
 
|align="left" valign="top" | '''Study'''
 
|align="left" valign="top" | '''Study'''
|valign="top"| '''Aqua Assessment''' <br> Identify liquids, Water creatures, and Water powers.
+
|valign="top"| '''[[#Aqua_Assessment|Aqua Assessment]]''' <br> Identify Water.
|valign="top"| '''Aqua Analysis'''   <br> Learn the powers and abilities of Water.
+
|valign="top"| '''[[#Aqua_Analysis|Aqua Analysis]]'''     <br> Analyze Water.
|valign="top"| '''Aqua Archive'''   <br> Read the past events of Water.
+
|valign="top"| '''[[#Aqua_Archive|Aqua Archive]]'''       <br> Water history.
|valign="top"| '''Aqua Atlas'''     <br> Aqua Assessment on an area, then Aqua Archive.
+
|valign="top"| '''[[#Aqua_Atlas|Aqua Atlas]]'''           <br> Chart waters.
 
|-
 
|-
 
|align="left" valign="top" | '''Survey'''
 
|align="left" valign="top" | '''Survey'''
|valign="top"| '''Stream Sight''' <br> Sense Water at a distance.
+
|valign="top"| '''[[#Stream_Sight|Stream Sight]]''' <br> Sense Water.
|valign="top"| '''Stream Scope''' <br> Perceive from any liquid.
+
|valign="top"| '''[[#Stream_Scope|Stream Scope]]''' <br> Perceive from Water.
|valign="top"| '''Stream Spy'''   <br> Spy from a liquid.
+
|valign="top"| '''[[#Stream_Spy|Stream Spy]]'''     <br> Spy from a liquid.
|valign="top"| '''Stream Sweep''' <br> Perceive from many liquids at once.
+
|valign="top"| '''[[#Stream_Sweep|Stream Sweep]]''' <br> Perceive from all Water.
 
|-
 
|-
 
|align="left" valign="top" | '''Sway'''
 
|align="left" valign="top" | '''Sway'''
|valign="top"| '''Fluid Friend''' <br> Understand Water creatures.
+
|valign="top"| '''[[#Fluid_Friend|Fluid Friend]]''' <br> Understand Water.
|valign="top"| '''Fluid Fluency'''   <br> Communicate with Water creatures.
+
|valign="top"| '''[[#Fluid_Fluency|Fluid Fluency]]''' <br> Speak to Water.
|valign="top"| '''Fluid Fluster'''   <br> Post suggestions in a Water creature.
+
|valign="top"| '''[[#Fluid_Fluster|Fluid Fluster]]''' <br> Suggest Water.
|valign="top"| '''Fluid Fellowship''' <br> Permanently change personality.
+
|valign="top"| '''[[#Fluid_Fellowship|Fluid Fellowship]]''' <br> Alter personality.
 
|-
 
|-
 
|align="left" valign="top" | '''Tinker'''
 
|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Fluid Fabrication''' <br> Emulate tools for liquids.
+
|valign="top"| '''[[#Fluid_Fabrication|Fluid Fabrication]]''' <br> Water tools.
|valign="top"| '''Fluid Formation''' <br> Shaped liquids will retain their shape.
+
|valign="top"| '''[[#Fluid_Formation|Fluid Formation]]''' <br> Shape liquids.
|valign="top"| '''Fluid Fusion''' <br> Create liquids out of nothing.
+
|valign="top"| '''[[#Fluid_Fusion|Fluid Fusion]]''' <br> Transmute Water.
|valign="top"| '''Fluid Foundry''' <br> Fluid Formation on a large scale.
+
|valign="top"| '''[[#Fluid_Foundry|Fluid Foundry]]''' <br> Water fabrication.
 
|-
 
|-
 
|align="left" valign="top" | '''Wreck'''
 
|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Tide Tumble''' <br> Pollute liquids or strike with a watery sledgehammer.
+
|valign="top"| '''[[#Tide_Tumble|Tide Tumble]]''' <br> Pollute liquids.
|valign="top"| '''Tide Tear'''   <br> Evaporate liquids, slice as a watery blade.
+
|valign="top"| '''[[#Tide_Tear|Tide Tear]]''' <br> Evaporate liquids.
|valign="top"| '''Tide Tow'''     <br> Tide Tear, but destroyed targets disappear silently.
+
|valign="top"| '''[[#Tide_Tow|Tide Tow]]''' <br> Silent evaporation.
|valign="top"| '''Tide Tsunami''' <br> Tide Tear over a large area.
+
|valign="top"| '''[[#Tide_Tsunami|Tide Tsunami]]''' <br> Area destruction.
 
|}
 
|}
  
== Expanded Powers ==
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
 +
 
 +
== Expanded Water Abilities ==
  
 
=== 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 planes of existence dominated by Water.
 
 
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 spot a disguised summoned 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. 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 Tracker ====
 +
Detect Water.
  
'''Tide Tamer'''
+
Detect Water creatures and powers.
Summon a water creature.
+
This is most often used to perceive Water [[Spirit_(FiD)|spirits]] or to spot a disguised 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.
+
{{ : Include Attune Basic Detect Powers (FiD) }}
  
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.
+
==== Tide Tilt ====
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.
+
Dismiss  Water.
  
Summoned creatures generally come in three types, elementals, spirits, and creatures with powers.
+
You force a Water creature native to another plane to return to that plane.
 +
You may also force a Water [[Spirit_(FiD)|spirit]] to materialize or de-materialize, or end the operation of a Water ability or any Power affecting a liquid or Water creature.
  
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.
+
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
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.
+
==== Tide Tamer ====
 +
Summon Water.
  
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.
+
Water creatures generally fall into three categories: [[Monster_(FiD)#Elemental|elementals]], [[Spirit_(FiD)|spirits]], and [[Monster_(FiD)|Monsters]].
  
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.
+
A Water elemental is a simple creature dominated entirely by its Power.
 +
Most elementals have [[Mind_Powers_(FiD)#Reactive|reactive]] minds and often take the shape of animals, though waves, whirlpools, and humanoid forms are also common.
  
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.
+
Water [[Spirit_(FiD)|spirits]] are immaterial and ephemeral, expressing the emotional and mental aspects of Water: caring, mercurial, and spiritual.
 +
Spirits are more [[Mind_Powers_(FiD)#Intelligent|intelligent]] than elementals.
 +
They wield sophisticated powers and usually pursue an agenda of their own, most often protecting a particular body of water.
  
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.
+
[[Monster_(FiD)|Monsters]] resemble ordinary living creatures, with biological bodies and metabolisms, but possess exceptional abilities related to Water.
 +
A Water dragon may be impossibly large, swim through the sky, and cause floods.
 +
Not all Monsters are summonable or dismissible; many are native to this world and have no special vulnerability to Attune powers.
  
Typical consequences include:
+
{{ : Include Attune Summon (FiD) }}
* 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.
+
==== Tide Pool ====
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.  
+
Gate to Water.
  
'''Tidewater'''
+
You open a route of transport to a Plane of Water.
Create a portal to the plane of water.
+
Such realms are typically composed of shoals, sun-dazzled waves, endless oceans, crushing depths, and bottomless trenches.
  
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.
+
{{ : Include Attune Gate (FiD) }}
  
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.
+
<div style="text-align:center;">
 
+
— [[#top|Back to top]] —
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.
+
</div>
  
 
=== Command ===
 
=== Command ===
Command and intimidate Water creatures, projecting authority. Position and effect depend on the situation and your relationship with listeners.
+
Command and intimidate Water creatures, projecting authority.
 +
Position and Effect depend on the situation and your relationship with your listeners.
  
'''Wave Words'''
+
==== Wave Wake ====
Water creatures understand your commands.
+
Water intimidation.
  
This is useful for intimidating and commanding foreign or alien Water creatures. Combined with Sway: Fluid Friend, it allows two-way communication.
+
You create Water effects such as rising water levels or coating yourself in waves to heighten your authority, gaining leverage similar to displaying a weapon.
 +
This provides the leverage needed to use Command to intimidate without an actual threat of violence.
 +
Water creatures may recognize you as a legitimate figure of authority.
  
'''Wave Wisp'''
+
==== Wave Whisper ====
Communicate with distant Water creatures.
+
Water signalling.
  
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 communicate with Water creatures over any distance, as long as you know the target.
 +
You may also communicate over line of sight even if you do not know the target.
 +
If you can see the exterior of a vehicle or installation, you may communicate with the most powerful Water creature within it.
 +
Communication is simple and direct, suitable for use with the Command action.
  
You 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 may also use a surface of calm water to communicate with another creature that is also observing a surface of calm water.
 +
This requires luck or a previously agreed-upon time.
  
'''Wave Whisper'''
+
==== Wave Words ====
Command Water creatures as a superior.
+
Command Water.
  
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.
+
A Water creature you target perceives you as a superior or alpha that outranks it.
 +
This does not remove existing loyalties, which may lead to conflict.
 +
Understanding the social structure of your targets helps avoid clashes with their established loyalties.
 +
Ordering a pod of sharks to ignore a disturbance requires more Outcome than ordering them to deal with it and move on, as their nature is to hunt.
  
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.
+
Position depends on the creature’s actual relationship to you.
 +
Ordering a creature that sees itself as your superior is Desperate.
 +
A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance.
 +
A Risky Position is typical against a creature that sees itself as your equal and not an enemy, potentially leading to heat, misunderstood orders, or minor rebellions.
  
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 ====
 +
Bind Water.
  
'''Wave Warden'''
+
This effect only works if you are already in a position of power over the target.
Permanently bind Water creatures to service.
+
It functions similarly to Wave Whisper, but the effect is permanent rather than momentary.
 +
Strong emotions may break your control, but otherwise the bond lasts until dispelled.
  
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.
+
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Consort ===
 
=== Consort ===
'''Fluid Fashions'''
+
Consort powers alter your form and, at higher levels, the forms of other creatures.
Clothes and accessories of Water.
+
These abilities often function as a Set Up action, granting improved Position or Effect, enabling actions a human could not normally attempt, or even making success automatic.
  
'''Fluid Form'''
+
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance.
Assume the form of a Water creature.
+
You might be obnoxiously attractive, trigger prejudice, or suffer unexpected physical or social handicaps.
  
'''Fluid Flux'''
+
==== Fluid Fashions ====
Fluid Form a willing or helpless creature.
+
Water accessories.
  
'''Fluid Flock'''
+
You do not physically change your body.
Fluid Form on crowds.
+
Instead, you alter your clothing, adornments, and accessories to Water-themed forms.
 +
As an Advanced ability, you may apply this effect to another creature.
  
=== Finesse ===
+
==== Fluid Form ====
'''Ripple Ride'''
+
Transform self.
Ride a swimming mount or water vehicle.
 
  
'''Ripple Rend'''
+
You undergo true physical transformation.
Fine and potent melee attack.
+
You do not need to assume the form of an existing creature, as long as the gamemaster agrees that your new form qualifies as a Water creature.
  
'''Ripple Reach'''
+
Shapechanging often serves as a Set Up action for other Actions, but may also penalize certain activities, depending on your new form.
Fine control of water.
+
When appropriate, your new form may use Basic and Advanced Water powers inherently without risking Stress.
  
'''Ripple Riot'''
+
* '''Limited Outcome''': You transform into a version of yourself as you might have been if you had grown up as the creature whose form you assume. Those familiar with you can still recognize you.
A torrent suppresses scale.
+
* '''Standard Outcome''': You assume the form of a generic Water creature and are very difficult to recognize as yourself.
 +
* '''Great Outcome''': You assume the shape and some of the personality traits of a specific creature you have studied.
  
=== Hunt ===
+
==== Fluid Flux ====
'''Splash Search'''
+
Transform Crew.
Track in water.
 
  
'''Splash Shot'''
+
This is Fluid Form applied to your Crew or to a willing or helpless creature.
Attack like a fine and potent rifle.
+
The duration depends on Outcome.
 +
* '''Limited Outcome''': Lasts for a single scene.
 +
* '''Standard Outcome''': Lasts for the duration of a score.
 +
* '''Great Outcome''': Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.
  
'''Splash Shape'''
+
If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.
Control water terrain.
 
  
'''Splash Storm'''
+
==== Fluid Flock ====
Water attack on an area.
+
Transform crowds.
  
=== Prowl ===
+
{{ : Apex Consort }}
'''Stream Stealth'''
 
Hide in water.
 
  
'''Stream Speed'''
+
<div style="text-align:center;">
Breathe and move fast through water.
+
— [[#top|Back to top]] —
 +
</div>
  
'''Stream Strategy'''
+
=== Finesse ===
Crew Stream Stealth and Stream Speed.
+
Exercise finesse with Water, manipulating and attacking with precision.
  
'''Stream Step'''
+
==== Ripple Ride ====
Teleport crew between water locations.
+
Ride Water.
  
=== Skirmish ===
+
You may use Finesse to ride Water creature mounts and water vehicles you are not familiar with.
'''Current Cure'''
+
Water creatures include those that possess Water abilities or naturally live in water, including amphibians.
Resist water damage.
+
You can ride such creatures even if they are not trained to carry a rider, as long as they are physically capable of bearing your weight.
  
'''Current Cut'''
+
You can use this for your crew as an Advanced ability.
Fine and potent melee attack.
 
  
'''Current Curbing'''
+
==== Ripple Rend ====
Prevent scale in melee.
+
Finesse attack.
  
'''Current Clash'''
+
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style.
Strike out in all directions, attacking all nearby enemies.
+
Aside from stylistic variety, this ability substitutes for equipment; a Fine and Potent finesse weapon remains just as effective.
 +
In combat, using this ability takes no more time than drawing a weapon.
  
=== Study ===
+
==== Ripple Reach ====
'''Aqua Assessment'''
+
Fine control of Water.
Identify liquids, Water creatures, and Water powers.
 
  
'''Aqua Analysis'''
+
You manipulate small amounts of liquid with precision, similar to what you could accomplish by hand.
Learn the powers and abilities of Water.
+
You may do so at short range and with minimal attention, allowing you to push buttons, trigger devices, and perform minor legerdemain as long as liquid is present to act through. {{ Include Finesse Master }}
  
'''Aqua Archive'''
+
==== Ripple Riot ====
Read the past events of Water.
+
Travel in and on Water.
  
'''Aqua Atlas'''
+
You, your Crew, and your rides may travel on or under water at normal land speed.
Aqua Assessment on an area, then Aqua Archive.
+
The power provides air as needed and negates the effects of water pressure.
  
=== Survey ===
+
<div style="text-align:center;">
'''Stream Sight'''
+
— [[#top|Back to top]] —
Sense Water at a distance.
+
</div>
  
'''Stream Scope'''
+
=== Hunt ===
Perceive from any liquid.
+
Track, attack, and unleash devastating barrages with the power of Hunt.
 +
At short range, this can be dangerous to you and yours.
  
'''Stream Spy'''
+
==== Splash Search ====
Spy from a liquid.
+
Track through water.
  
'''Stream Sweep'''
+
You can track a quarry through water even if it leaves no mundane trail or physical clues.
Perceive from many liquids at once.
+
Consequences most often involve losing the trail, but depending on the environment and the nature of the target, they may also lead you into environmental hazards, cause you to become lost, or even draw you into an ambush.
  
=== Sway ===
+
==== Splash Shot ====
'''Fluid Friend'''
+
Water snipe.
Understand Water creatures.
 
  
'''Fluid Fluency'''
+
Ranged Water attacks primarily smash or pierce, though you may instead cut or corrode if that better suits your style.
Communicate with Water creatures.
+
This ability functions as a replacement for equipment; a Fine and Potent ranged weapon would be equally effective in combat.
 +
Some targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
  
'''Fluid Fluster'''
+
==== Splash Shape ====
Post suggestions in a Water creature.
+
Control Water terrain.
  
'''Fluid Fellowship'''
+
You shape water to create waves, floods, rain, dew, or mist.
Permanently change personality.
+
This is most often used as a Set Up action, but it may also influence how creatures respond to the environment.
 +
Rain or flooding may drive people indoors, slow movement, or encourage flight, as appropriate.
 +
This ability does not inflict direct Harm.
  
=== Tinker ===
+
==== Splash Storm ====
'''Fluid Fabrication'''
+
Water area attack.
Emulate tools for liquids.
 
  
'''Fluid Formation'''
+
An escalation of Splash Shot, this attack is less precise and affects all creatures at a location, with a risk of collateral damage.
Shaped liquids will retain their shape.
+
Targets in trenches, behind walls, or otherwise well-shielded are not in immediate danger, but are forced to keep their heads down, granting your side the initiative.
  
'''Fluid Fusion'''
+
<div style="text-align:center;">
Create liquids out of nothing.
+
— [[#top|Back to top]] —
 +
</div>
  
'''Fluid Foundry'''
+
=== Prowl ===
Fluid Formation on a large scale.
+
Sneak and move with the stealth and agility of Water.
  
=== Wreck ===
+
==== Stream Stealth ====
'''Tide Tumble'''
+
Hide in water.
Pollute liquids or strike with a watery sledgehammer.
 
  
'''Tide Tear'''
+
You can hide within water and breathe while submerged.
Evaporate liquids, slice as a watery blade.
+
You may hide in any liquid, but you cannot breathe toxic liquids.
 +
Otherwise, this functions like any other attempt to use Prowl to avoid notice.
  
'''Tide Tow'''
+
Only you may benefit from this ability.
Tide Tear, but destroyed targets disappear silently.
+
Your allies cannot do so unless you also use Stream Strategy, below.
  
'''Tide Tsunami'''
+
==== Stream Speed ====
Tide Tear over a large area.
+
Life in water.
  
== Expanded Water Powers ==
+
You can move rapidly through water and perform far jumps out of it.
=== Attune ===
+
You may wade quickly and safely, walk and climb on wet surfaces without slipping, endure water pressure, and breathe any liquid.
'''Wave Watcher'''
+
Your Crew cannot benefit from this ability unless you employ Stream Strategy, below.
Detect water creatures and powers.
 
  
'''Wave Warden'''
+
==== Stream Strategy ====
Dismiss a water creature. End a Water power.
+
Crew prowling.
  
'''Wave Summoner'''
+
You and your allies may now use Stream Stealth and Stream Speed.
Summon a water creature.
+
Each character still rolls their own Prowl action.
 +
This is commonly resolved as a Group Action.
  
'''Wave Gateway'''
+
==== Stream Step ====
Create a portal to the plane of water.
+
Go between waters.
  
=== Command ===
+
You and your allies may teleport from one body of water to another.
'''Tide Talker'''
+
This allows regional travel within the same city or region and is usually sufficient to escape almost any situation or location.
Water creatures understand your commands.
 
  
'''Tide Telepathy'''
+
You arrive only at locations you are familiar with.
Communicate with distant water creatures.
+
Both Effect and Position are worse if you lack familiarity with the destination.
 +
As a result, this ability excels at escape but is less reliable for infiltration into unfamiliar or hostile territory.
  
'''Tide Tamer'''
+
<div style="text-align:center;">
Command water creatures as a superior.
+
— [[#top|Back to top]] —
 +
</div>
  
'''Tide Tyrant'''
+
=== Skirmish ===
Permanently bind water creatures to service.
+
Prosper in the chaos of battle.
  
=== Consort ===
+
==== Current Cure ====
'''Aqua Attire'''
+
Resist Water.
Clothes and accessories of water.
 
  
'''Aqua Alteration'''
+
You absorb energies related to Water.
Change the form of willing or helpless creatures.
+
This includes Water attacks, water cannons, high pressure, and corrosive liquids such as acids.
 +
{{ : Damage Resistance Template (FiD) }}
  
'''Aqua Avatar'''
+
==== Current Cut ====
Assume the form of a water creature.
+
Melee attack.
  
'''Aqua Horde'''
+
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style.
Aqua Alteration on crowds.
+
Aside from the variety of damage types, this ability primarily substitutes for equipment; mundane Fine and Potent weapons remain just as effective.
 +
Certain targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
  
=== Finesse ===
+
==== Current Clash ====
'''Ripple Ride'''
+
Gain Sale.
Ride a swimming mount or water vehicle.
 
  
'''Ripple Lancer'''
+
Waves and waterpouts help you.
Fine and potent melee attack.
+
You become a one-person army, gaining Scale.
  
'''Ripple Flex'''
+
==== Current Cohort ====
Fine control of water.
+
Group Action.
  
'''Ripple Frenzy'''
+
This allows you and allies to initiate a Group Action when healing or when you need to be flexible and adaptable. {{ : Apex Skirmish Include (FiD) }}
A torrent suppresses scale.
 
  
=== Hunt ===
+
<div style="text-align:center;">
'''Hydro Hunt'''
+
— [[#top|Back to top]] —
Track in water.
+
</div>
  
'''Hydro Rifle'''
+
=== Study ===
Attack like a fine and potent rifle.
+
Study and analyze objects and creatures imbued with Water to gain insight and knowledge.
 
 
'''Hydro Terrain'''
 
Control water terrain.
 
 
 
'''Hydro Surge'''
 
Water attack on an area.
 
 
 
=== Prowl ===
 
'''Liquid Lurk'''
 
Hide in water.
 
  
'''Liquid Agility'''
+
The Outcome required depends on range.
Breathe and move fast through water.
+
* '''Limited Outcome''': Touch.
 +
* '''Standard Outcome''': Line of sight.
 +
* '''Great Outcome''': A target you know of or have some link to, but which is out of line of sight.
  
'''Liquid Adventure'''
+
Position depends on the situation.
Crew Liquid Lurk and Liquid Agility.
+
When you are safely in your base, the Position is Controlled.
 +
In the middle of a fight or while pinned down, the Position is Desperate.
 +
Sometimes the subject you are researching is dangerous in itself, worsening Position.
 +
Consequences may grant knowledge that lacks crucial details or context.
  
'''Liquid Rift'''
+
==== Aqua Assessment ====
Teleport crew between water locations.
+
Identify Water.
  
=== Skirmish ===
+
You learn the name of the liquid, object, or creature and very basic information in narrative terms.
'''Liquid Lash'''
+
This does not include detailed analysis or actual rules.
Resist water damage.
 
  
'''Liquid Assault'''
+
==== Aqua Analysis ====
Fine and potent melee attack.
+
Analyze Water.
  
'''Liquid Lockdown'''
+
You learn any Powers or special abilities of liquids, Water creatures, and Water-related effects.
Prevent scale in melee.
+
This includes actual rules and mechanical results.
  
'''Liquid Rampage'''
+
==== Aqua Archive ====
Strike out in all directions, attacking all nearby enemies.
+
Water history.
  
=== Study ===
+
You perceive the past of liquids, Water creatures, and Water-related objects or effects.
'''Liquid Lore'''
+
This includes previous owners, how an object has moved or changed over time, and significant scenes from its history.
Identify liquids, water creatures, and water powers.
+
The power focuses on events of interest to you.
  
'''Liquid Appraisal'''
+
==== Aqua Atlas ====
Learn the powers and abilities of water.
+
Chart waters.
  
'''Liquid Flashback'''
+
You gain a detailed view of Water within an Area (p. 221), similar to Aqua Analysis, pinpointing locations of interest such as bases, reservoirs, or power nodes.
Read the past events of water.
+
You may then use Aqua Archive to learn the history of up to three such locations.
  
'''Liquid Horizon'''
+
<div style="text-align:center;">
Liquid Appraisal on an area, then Liquid Flashback.
+
— [[#top|Back to top]] —
 +
</div>
  
 
=== Survey ===
 
=== Survey ===
'''Tide Awareness'''
+
Perceive and locate manifestations of your power.
Sense water at a distance.
 
  
'''Tide Stream'''
+
The Outcome required depends on the target’s concealment.
Perceive from any liquid.
+
* '''Limited Outcome''': Locate targets behind light cover or in distant places you can barely see.
 +
* '''Standard Outcome''': Perceive behind walls and into hard cover.
 +
* '''Great Outcome''': Perceive far-away places and locations you had no prior awareness of.
  
'''Tide Witness'''
+
==== Stream Sight ====
Spy from a liquid.
+
Sense Water.
  
'''Tide Totality'''
+
This is a basic spotting ability that selectively senses things related to Water, including Water creatures, liquids, and Water powers.
Perceive from many liquids at once.
 
  
=== Sway ===
+
==== Stream Scope ====
'''Fluid Embrace'''
+
Perceive from Water.
Command water creatures.
 
  
'''Fluid Friendship'''
+
You shift your point of perception to a body of water or other liquid and sense as if you were present at that location, as long as you maintain concentration.
Communicate with water far away.
+
You continue to sense your actual surroundings, but only faintly.
  
'''Fluid Hypnosis'''
+
==== Stream Spy ====
Post suggestions in a water creature.
+
Spy from a liquid.
  
'''Fluid Remold'''
+
This functions like Stream Scope, but allows you to focus on a specific creature or position.
Permanently change personality.
+
Your perception is automatically directed to the most advantageous available vantage point within liquid nearby.
 +
If no suitable liquid viewpoint exists, the ability fails.
  
=== Tinker ===
+
==== Stream Sweep ====
'''Fluid Finesse'''
+
Perceive from all Water.
Emulate tools for liquids.
 
  
'''Fluid Artistry'''
+
Your senses expand impossibly, as if you were present in many places at once within Range (p. 221).
Shaped liquids will retain their shape.
+
You perceive from every significant body of liquid in the area, forming a comprehensive mental map.
 +
Targets find it very difficult to hide unless they are aware of — and actively counter — water-based surveillance.
  
'''Fluid Alchemy'''
+
<div style="text-align:center;">
Create liquids out of nothing.
+
— [[#top|Back to top]] —
 +
</div>
  
'''Fluid Architecture'''
+
=== Sway ===
Fluid Artistry on a large scale.
+
Communicate, mesmerize, and manipulate Water creatures.
 
+
Position is determined normally, based on the situation and your relationship with the listeners.
=== Wreck ===
 
'''Hydro Havoc'''
 
Pollute liquids or strike with a watery sledgehammer.
 
 
 
'''Hydro Haze'''
 
Evaporate liquids, slice as a watery blade.
 
  
'''Hydro Annihilation'''
+
==== Fluid Friend ====
Hydro Haze, but destroyed targets disappear silently.
+
Understand Water.
  
'''Hydro Armageddon'''
+
You can speak with Water creatures and gauge their mood and motivations.
Hydro Haze over a large area.
+
You can also sense when any creature is inclined toward being caring, mercurial, or spiritual.
  
== Old Expanded Powers ==
+
==== Fluid Fluency ====
=== Attune ===
+
Speak to Water.
Become attuned to the powers of water, enabling detection and manipulation of aquatic energies.
 
  
'''Wave Watch
+
You and your Crew may use the Sway action at full Effect against Water creatures, overcoming cultural and linguistic barriers.
''You can detect water creatures and powers.
+
You are persuading, not asserting authority.
  
'''Hydro Halt
+
In addition, you may influence any creature to feel caring, mercurial, or spiritual.
''Force a water creature native to another plane of existence to return, or halt the operation of a water power.
+
This is commonly used as a Set Up for a Sway aligned with those moods.
  
'''Summon Stream
+
==== Fluid Fluster ====
''Call forth a water creature from another plane, typically as an unwilling servant. Requires study or a dedicated effort to learn how to summon specific entities.
+
Suggest Water.
  
'''Deluge Doorway
+
This functions as an enhanced Sway attempt against Water creatures.
''Create a temporary portal allowing travel to and from the plane of water.
+
You implant suggestions that trigger under conditions you specify.
 +
The influence remains subtle until activated.
 +
The target does not remember being swayed.
  
=== Command ===
+
==== Fluid Fellowship ====
Exert authority over water creatures and communicate across realms of water.
+
Alter personality.
  
'''Aquatic Orders
+
This effect is permanent, overt, and works only on a creature in your power.
''Use the command action on water creatures, even if they wouldn't normally understand.
+
It reshapes a Water creature’s priorities and loyalties at a fundamental level.
 +
The target remembers their past, but regards it as insignificant compared to their new motivations.
  
'''Hydrolexicon
+
This power has limits.
''Communicate with water creatures and allies.
+
You cannot make a Water creature oppose its elemental nature — for example, loving Fire or ceasing to be caring, mercurial, or spiritual.
 +
Only exceptional creatures or circumstances can break this change.
  
'''Hydro Hegemony
+
<div style="text-align:center;">
''Give commands to water creatures as if you were their superior, though existing loyalties may still cause conflicts.
+
— [[#top|Back to top]] —
 +
</div>
  
'''Tide Tyranny
+
=== Tinker ===
Permanently bind water creatures to your service, turning them into literal-minded servants.
+
Manipulate, shape, and concoct liquids to suit your needs.
 +
This can lubricate, cushion, and exert pressure with great precision.  
 +
{{ : Include Tinker (FiD) }}
  
=== Consort ===
+
==== Fluid Fabrication ====
Merge with water energies to change forms and manipulate water-based phenomena.
+
Water tools.
  
'''Aquatic Attire
+
This ability substitutes for tools and protection devices typical of a small workshop.
''Change clothes and accessories by imbuing them with water. Also grants the ability to breathe underwater.
 
  
'''Fluid Form'
+
==== Fluid Formation ====
''Assume the form of a water creature, gaining bonuses to actions but with drawbacks to other attributes.
+
Shape liquids.
  
'''Aquatic Evolution
+
This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes.
''Shapechange a willing or helpless creature into a water creature, with the potential for the transformation to be permanent.
+
This allows you to work liquids without having to have them in a container, which allows faster and more exact chemistry.
 +
You don't need tools to build complex Fine and Potent items.
 +
This can facilitate the construction complex Fine and Potent items, traps, and devices, avoiding the need for extensive equipment.
  
'''Hydro Horde
+
==== Fluid Fusion ====
''Transform a large number of creatures into water-based versions, typically for a specific purpose like hunting.
+
Transmute Water.
  
=== Finesse ===
+
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
Exercise precision and control over water, both in manipulation and combat.
 
  
'''Ripple Ride
+
With multiple powers you can transform liquids into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into liquid and still work as a sword, or a wooden door can be changed to liquid but retain its form so it can remain in place while you  walk through and the door then returns to normal.
''Ride swimming mounts or water vehicles with ease, and gain the ability to breathe underwater.
 
  
'''Liquid Lance
+
==== Fluid Foundry ====
''Use water as a close-range weapon or grant allies enhanced aquatic abilities.
+
Water fabrication.
  
'''Fluid Flexibility
+
You can mass produce liquids or create large structures like a lake or canal that normally require a work force and facilities.
''Precisely manipulate water at range, allowing for fine control and manipulation of objects and mechanisms.
+
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.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
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.
+
=== Wreck ===
 +
Destroy, dismantle, and obliterate liquids, or smash stuff using Water.  
  
'''Fluid Frenzy
+
The outcome required depends on the complexity of your target.
''Manifest power as a torrent, suppressing opponents and acting as a potent weapon.
+
* Limited Outcome: Construction significantly weaker than an ice wall. Any liquid common in nature.
 +
* Standard Outcome is a car-sized hole in an ice.  A smaller hole still needs standard outcome. Any liquid that can be made with simple technology.
 +
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Any liquid, even one incorporating Powers.
  
=== Hunt ===
+
In combat, Water Wreck manifests as overwhelming blunt force rather than precision
Track and engage targets in water environments, utilizing water-based attacks.
 
  
'''Hydro Hunt
+
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.
''Track and pursue targets in water environments, even without mundane trails.
 
  
'''Ripple Rifle
+
==== Tide Tumble ====
''Use water-based attacks similar to a rifle, with fine precision and potency.
+
Pollute liquids.
  
'''Splash Squall
+
You destroy up to a cubic meter of liquids by polluting them to make them unsuitable for most use.
''Attack with water in a grenade-like fashion, effective against multiple foes but with collateral damage risk.
+
The water doesn't actually disappear, but used on ice and snow the pollution will make it melt except in extreme cold.
 +
You can strike with the force of a watery sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.
  
'''Aqua Artillery
+
==== Tide Tear ====
''Call down a barrage of water-based attacks over a wide area, providing cover for escape.
+
Evaporate liquids.
  
=== Prowl ===
+
You evaporate or pollute (as Tide Tumble) up to 1,000 cubic meters of liquid (a cube with 10-meter sides), or a car-sized section of an ice wall.
Move stealthily through water environments and manipulate aquatic abilities for advantage.
+
You may hold surrounding water back from refilling the vacated volume as long as you maintain concentration.
  
'''Liquid Lurking
+
You may also use this effect to strike with the force of a Fine and Potent sledgehammer.
''Be invisible when still in water, appearing as froth and turbulence when active.
 
  
'''Aqua Agility
+
==== Tide Tow ====
''Move quickly on or through water at run speed.
+
Silent evaporation.
 
 
'''Aqua Adventure
 
''Bring allies along when using Liquid Lurking and Aqua Agility.
 
 
 
'''Ripple Rift
 
''Teleport yourself and allies from one body of water to another within a regional range.
 
 
 
=== Skirmish ===
 
Engage in combat with water-based tactics and attacks.
 
 
 
'''Liquid Lash
 
''Use water as a close-range weapon for melee combat.
 
 
 
'''Aqua Assault
 
''Similar to Liquid Lash, but with increased potency and precision.
 
 
 
'''Liquid Lockdown
 
''Create distractions and obstructions with water, preventing enemies from benefiting from numbers.
 
 
 
'''Ripple Rampage
 
''Strike out in all directions with water-based attacks, hitting all enemies in the area.
 
 
 
=== Study ===
 
Gain knowledge and insight into water-related phenomena and utilize it for strategic advantage.
 
 
 
'''Liquid Lore
 
''Identify liquids, water creatures, and water powers.
 
 
 
'''Aquatic Appraisal
 
''Understand the powers and abilities of analyzed water-based subjects.
 
 
 
'''Fluid Flashback
 
''Read past events related to analyzed subjects, including movements and significant scenes.
 
 
 
'''Hydro Horizon
 
''Research wide areas to gain insight, then utilize hindsight on specific targets.
 
 
 
=== Survey ===
 
Perceive and understand water and its effects over various distances and locations.
 
 
 
'''Aquatic Awareness
 
Sense liquids and water creatures from a distance, though range and information may be limited.
 
 
 
'''Sensory Stream
 
''Perceive a chosen liquid as if you were present at its location.
 
 
 
'''Witness Wave
 
''Gain sensory perception at the nearest liquid to a chosen location or creature.
 
 
 
'''Tide Totality
 
''Perceive from all liquid sources at once over a wide area, retaining this perception as long as concentration is maintained.
 
 
 
=== Sway ===
 
Understand and influence water creatures and their motivations.
 
 
 
'''Empathic Embrace
 
''Understand water creatures and gain insight into their motivations.
 
 
 
'''Fluid Friendship
 
''Communicate with water creatures and foster caring and spiritual connections.
 
 
 
'''Hydro Hypnotism
 
''Implant suggestions in the minds of water creatures, triggered under specified conditions.
 
 
 
'''Ripple Remolding
 
''Permanently alter the personality and motivations of water creatures, though the changes may be blatant.
 
 
 
=== Tinker ===
 
Manipulate and craft with water-based materials to create tools and devices.
 
 
 
'''Fluid Finesse
 
''Handle liquids as if equipped with appropriate tools and protective devices.
 
 
 
'''Aquatic Artistry
 
''Shape liquids as if they were clay, maintaining their new form for a duration.
 
 
 
'''Aqua Alchemy
 
''Create or transform liquids, including into complex tools and potent items.
 
 
 
'''Aqua Architecture
 
''Mass produce objects from water, including large-scale constructions like vehicles or buildings.
 
 
 
=== Wreck ===
 
Cause destruction and chaos using the power of water.
 
  
'''Hydro Havoc
+
This is Tide Tear, except that wrecking things is now silent.
''Pollute liquids and strike with a watery sledgehammer, leaving twisted objects in place.
+
Gets rid of evidence, as long as that evidence is mainly liquid.
  
'''Hydro Haze
+
==== Tide Tsunami ====
''Evaporate liquids or strike with a watery sledgehammer or saw.
+
Area destruction.
  
'''Aqua Annihilation
+
Rather straightforward, this scales Tide Tear into an Area (p. 221) up to a billion cubic meters (a cube with 1,000 meter side).
''Similar to Hydro Haze, but with targets silently disappearing.
+
This can empty a harbor of water or temporarily dry out a river.
 +
Used in the sea, it creates an empty space that, when the sea rushes back in, crushing almost anything in the area.
 +
You can also use liquids to destroy other things, causing a mayor flood, break levees, or even create a tsunami, tough there is a delay for truly large effects.
  
'''Aquatic Armageddon
+
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
''Create widespread destruction over large areas using water-based attacks.
 

Latest revision as of 16:52, 13 February 2026

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Starfox's Blades in the Dark Powers

Water is the element of life, spirituality, and endless flowing cycles.

Water is matter in a liquid state and fluidity in general. In philosophy it is recognized as an element, sometimes as the first to form and the basis of all others, in others as the river that rings the world. In science it is a state of matter that anything can assume under particular conditions. Liquids often enable other elements to function, making earth fertile, filling the air with clouds and vapors, and either fueling or putting out fire. It is linked to the spiritual and nurturing side of life, and often considered a female element. Water powers often have subtle or indirect effects.

Water attacks can smash, drown, crack, or be a corroding acid. Each Water user is likely to have their own distinctive attack, and going outside this style is risky and or less effective. Water creatures include water animals and amphibians of all sorts, creatures with Water powers, as well as a wide range of elementals and water spirits.

Water Abilities

Action Basic Advanced Master Apex
Dice Minimum 2d Minimum 4d Minimum 6d
Stress Avoid fumble (2+). Succeed (4+). Full success (6). Critical (2 sixes).
Attune Tide Tracker
Detect Water.
Tide Tilt
Dismiss Water.
Tide Tamer
Summon Water.
Tide Pool
Gate to Water.
Command Wave Wake
Water intimidation.
Wave Whisper
Water signalling.
Wave Words
Command Water.
Wave Warden
Bind Water.
Consort Fluid Fashions
Water accessories.
Fluid Form
Transform self.
Fluid Flux
Transform Crew.
Fluid Flock
Transform crowds.
Finesse Ripple Ride
Ride Water.
Ripple Rend
Finesse attack.
Ripple Reach
Fine control of Water.
Ripple Riot
Travel in and on Water.
Hunt Splash Search
Track through water.
Splash Shot
Water snipe.
Splash Shape
Control Water terrain.
Splash Storm
Water area attack.
Prowl Stream Stealth
Hide in water.
Stream Speed
Life in water.
Stream Strategy
Crew prowling.
Stream Step
Go between waters.
Skirmish Current Cure
Resist Water.
Current Cut
Melee attack.
Current Clash
Gain Scale.
Current Cohort
Group Action.
Study Aqua Assessment
Identify Water.
Aqua Analysis
Analyze Water.
Aqua Archive
Water history.
Aqua Atlas
Chart waters.
Survey Stream Sight
Sense Water.
Stream Scope
Perceive from Water.
Stream Spy
Spy from a liquid.
Stream Sweep
Perceive from all Water.
Sway Fluid Friend
Understand Water.
Fluid Fluency
Speak to Water.
Fluid Fluster
Suggest Water.
Fluid Fellowship
Alter personality.
Tinker Fluid Fabrication
Water tools.
Fluid Formation
Shape liquids.
Fluid Fusion
Transmute Water.
Fluid Foundry
Water fabrication.
Wreck Tide Tumble
Pollute liquids.
Tide Tear
Evaporate liquids.
Tide Tow
Silent evaporation.
Tide Tsunami
Area destruction.
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Expanded Water Abilities

Attune

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

Tide Tracker

Detect Water.

Detect Water creatures and powers. This is most often used to perceive Water spirits or to spot a disguised Water creature.

This is usually done to spot a spirit or a disguised creature. It can also help identify a creature's connection to powers, providing valuable insights into their nature. If you know several different powers, you can scan for all of them at the same time. Limited outcome suffices against a nearby creature you can clearly see. You need greater outcome against against a creature that is hidden or far away (standard outcome) or behind a wall (great outcome). The position usually starts controlled, with the usual consequence that you missed the opportunity and cannot try again until the situation changes.

Tide Tilt

Dismiss Water.

You force a Water creature native to another plane to return to that plane. You may also force a Water spirit to materialize or de-materialize, or end the operation of a Water ability or any Power affecting a liquid or Water creature.

Dispelling can be used as a defense against others' use of powers, or it can be used to break continuing effects. Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers. This usually improves the position of the supported action and can work in addition to other setup actions. When used directly, the effect is usually limited unless the opponent is relying on powers for their safety. Against an opponent that uses Animal wings to fly or turned into a fish to breathe underwater you have a better base effect. When dramatically appropriate that a power is hard to dispel, often because it is the crux of the situation, this will not negate the power but instead give you a clue to what you need to do to resolve the situation.

Forcing a spirit to materialize or de-materialize is easy, but limited in range. The spirit cannot return under its own power for a while, usually after the score.

  • Limited Outcome only works on spirits within reach.
  • Standard Outcome covers an area based on your tier (p 220).
  • Great Outcome reaches out to a range covered by tier (p 220).

Dismissing a creature back to its home plane and usually requires a high Outcome.

  • Limited Outcome: Dismissing a creature that wants to return.
  • Standard Outcome: Dismissing a weakened or damaged creature.
  • Great Outcome: This is the norm, most dismissing requires this Outcome.

Tide Tamer

Summon Water.

Water creatures generally fall into three categories: elementals, spirits, and Monsters.

A Water elemental is a simple creature dominated entirely by its Power. Most elementals have reactive minds and often take the shape of animals, though waves, whirlpools, and humanoid forms are also common.

Water spirits are immaterial and ephemeral, expressing the emotional and mental aspects of Water: caring, mercurial, and spiritual. Spirits are more intelligent than elementals. They wield sophisticated powers and usually pursue an agenda of their own, most often protecting a particular body of water.

Monsters resemble ordinary living creatures, with biological bodies and metabolisms, but possess exceptional abilities related to Water. A Water dragon may be impossibly large, swim through the sky, and cause floods. Not all Monsters are summonable or dismissible; many are native to this world and have no special vulnerability to Attune powers.

Summons are Cohorts: Creatures you summon function as temporary cohorts (p. 96) — either an Expert or a Gang — with added Powers from their Form. An Expert is a skilled individual who can offer advice, Assist, or act independently. A Gang is a group (numbers based on your Tier, p. 221) that primarily provides Scale in combat and labor.

You can always summon a Gang of creatures one Tier below yours. Summoning a specific Gang or Expert requires knowing its unique identity — called a true name in mystical traditions. For a technomancer, this might be a type ID, blueprint, or genetic code. Learning a creature’s true name may require a flashback, or in complex cases, the research downtime activity or a reward from a score.

Summoning a Creature

The summoning itself is quick but dangerous. When you have time and resources, it is wise to use wards and Barriers, but in action this is usually impossible and you must face the risks. Having allies present for safety is advisable. Offering a creature gifts or services appropriate to its nature and power can be a literal Devil’s Bargain — accepting an additional consequence to gain an advantage.

Depending on your degree of outcome, a creature is willing to do different things:

  • Limited Outcome allows you to ask questions of an Expert or demand a short period of physical labor from a Gang. They will not fight for you.
  • Standard Outcome allows any service appropriate to the creature’s type, having it act in its typical role. Most creatures don’t mind fighting, but may have preferences about how they do it and what they do outside a fight.
  • Great Outcome allows service outside the creature’s comfort zone, though not against its nature. Lengthy service — even within its comfort zone — also requires a Great Outcome, such as guarding treasure until it is stolen.

The position usually starts at Risky — the creature is compelled and may resist. Typical consequences, in ascending order of severity:

  • Half-hearted efforts
  • Demanding not to be summoned again
  • Breaking things or demanding concessions
  • A short fight to assert dominance
  • Deliberate sabotage
  • A constant struggle to maintain control

Tide Pool

Gate to Water.

You open a route of transport to a Plane of Water. Such realms are typically composed of shoals, sun-dazzled waves, endless oceans, crushing depths, and bottomless trenches.

There are things that are possible to do here that are not allowed in the regular world. Appropriate effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master. This opens the possibility of new super-apex powers that have to be negotiated with the game master. Such effects rarely reach outside the plane of origin, but if they affect creatures there the effect may remain when you return to the mundane world.

This can also be used to contact creatures too powerful to summon. This allows you to ignore tier when creating the gate, but gives you no power over the target. The creature may then use the gate to come to you, call you into its presence, send minions, or communicate with you at a distance.

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Command

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

Wave Wake

Water intimidation.

You create Water effects such as rising water levels or coating yourself in waves to heighten your authority, gaining leverage similar to displaying a weapon. This provides the leverage needed to use Command to intimidate without an actual threat of violence. Water creatures may recognize you as a legitimate figure of authority.

Wave Whisper

Water signalling.

You can communicate with Water creatures over any distance, as long as you know the target. You may also communicate over line of sight even if you do not know the target. If you can see the exterior of a vehicle or installation, you may communicate with the most powerful Water creature within it. Communication is simple and direct, suitable for use with the Command action.

You may also use a surface of calm water to communicate with another creature that is also observing a surface of calm water. This requires luck or a previously agreed-upon time.

Wave Words

Command Water.

A Water creature you target perceives you as a superior or alpha that outranks it. This does not remove existing loyalties, which may lead to conflict. Understanding the social structure of your targets helps avoid clashes with their established loyalties. Ordering a pod of sharks to ignore a disturbance requires more Outcome than ordering them to deal with it and move on, as their nature is to hunt.

Position depends on the creature’s actual relationship to you. Ordering a creature that sees itself as your superior is Desperate. A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance. A Risky Position is typical against a creature that sees itself as your equal and not an enemy, potentially leading to heat, misunderstood orders, or minor rebellions.

Wave Warden

Bind Water.

This effect only works if you are already in a position of power over the target. It functions similarly to Wave Whisper, but the effect is permanent rather than momentary. Strong emotions may break your control, but otherwise the bond lasts until dispelled.

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Consort

Consort powers alter your form and, at higher levels, the forms of other creatures. These abilities often function as a Set Up action, granting improved Position or Effect, enabling actions a human could not normally attempt, or even making success automatic.

Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance. You might be obnoxiously attractive, trigger prejudice, or suffer unexpected physical or social handicaps.

Fluid Fashions

Water accessories.

You do not physically change your body. Instead, you alter your clothing, adornments, and accessories to Water-themed forms. As an Advanced ability, you may apply this effect to another creature.

Fluid Form

Transform self.

You undergo true physical transformation. You do not need to assume the form of an existing creature, as long as the gamemaster agrees that your new form qualifies as a Water creature.

Shapechanging often serves as a Set Up action for other Actions, but may also penalize certain activities, depending on your new form. When appropriate, your new form may use Basic and Advanced Water powers inherently without risking Stress.

  • Limited Outcome: You transform into a version of yourself as you might have been if you had grown up as the creature whose form you assume. Those familiar with you can still recognize you.
  • Standard Outcome: You assume the form of a generic Water creature and are very difficult to recognize as yourself.
  • Great Outcome: You assume the shape and some of the personality traits of a specific creature you have studied.

Fluid Flux

Transform Crew.

This is Fluid Form applied to your Crew or to a willing or helpless creature. The duration depends on Outcome.

  • Limited Outcome: Lasts for a single scene.
  • Standard Outcome: Lasts for the duration of a score.
  • Great Outcome: Lasts a long time and may become permanent, depending on the needs of the story. This is sometimes used as a curse.

If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.

Fluid Flock

Transform crowds.

This is where Consort becomes similar to an Attune ability to summon. You transform a number of existing creatures and give them a task that they will perform with gusto, turning them into single-minded minions. Targets must be willing, Non-Sentient like animals, or just very minor figures in the plot, many tiers below you.

This creates a gang cohort (p 96) that they can be given bit parts as servants or laborers or fight and chase for you. Such goons are more useful for chasing and cornering targets than in actual combat.

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Finesse

Exercise finesse with Water, manipulating and attacking with precision.

Ripple Ride

Ride Water.

You may use Finesse to ride Water creature mounts and water vehicles you are not familiar with. Water creatures include those that possess Water abilities or naturally live in water, including amphibians. You can ride such creatures even if they are not trained to carry a rider, as long as they are physically capable of bearing your weight.

You can use this for your crew as an Advanced ability.

Ripple Rend

Finesse attack.

Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style. Aside from stylistic variety, this ability substitutes for equipment; a Fine and Potent finesse weapon remains just as effective. In combat, using this ability takes no more time than drawing a weapon.

Ripple Reach

Fine control of Water.

You manipulate small amounts of liquid with precision, similar to what you could accomplish by hand. You may do so at short range and with minimal attention, allowing you to push buttons, trigger devices, and perform minor legerdemain as long as liquid is present to act through. The effect is small, precise, and momentary. When it is able to create leverage, you may roll Finesse to Set Up yourself. Resolve this as a normal Set Up, then immediately roll the Action you are Setting Up.

Ripple Riot

Travel in and on Water.

You, your Crew, and your rides may travel on or under water at normal land speed. The power provides air as needed and negates the effects of water pressure.

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Hunt

Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.

Splash Search

Track through water.

You can track a quarry through water even if it leaves no mundane trail or physical clues. Consequences most often involve losing the trail, but depending on the environment and the nature of the target, they may also lead you into environmental hazards, cause you to become lost, or even draw you into an ambush.

Splash Shot

Water snipe.

Ranged Water attacks primarily smash or pierce, though you may instead cut or corrode if that better suits your style. This ability functions as a replacement for equipment; a Fine and Potent ranged weapon would be equally effective in combat. Some targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.

Splash Shape

Control Water terrain.

You shape water to create waves, floods, rain, dew, or mist. This is most often used as a Set Up action, but it may also influence how creatures respond to the environment. Rain or flooding may drive people indoors, slow movement, or encourage flight, as appropriate. This ability does not inflict direct Harm.

Splash Storm

Water area attack.

An escalation of Splash Shot, this attack is less precise and affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise well-shielded are not in immediate danger, but are forced to keep their heads down, granting your side the initiative.

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Prowl

Sneak and move with the stealth and agility of Water.

Stream Stealth

Hide in water.

You can hide within water and breathe while submerged. You may hide in any liquid, but you cannot breathe toxic liquids. Otherwise, this functions like any other attempt to use Prowl to avoid notice.

Only you may benefit from this ability. Your allies cannot do so unless you also use Stream Strategy, below.

Stream Speed

Life in water.

You can move rapidly through water and perform far jumps out of it. You may wade quickly and safely, walk and climb on wet surfaces without slipping, endure water pressure, and breathe any liquid. Your Crew cannot benefit from this ability unless you employ Stream Strategy, below.

Stream Strategy

Crew prowling.

You and your allies may now use Stream Stealth and Stream Speed. Each character still rolls their own Prowl action. This is commonly resolved as a Group Action.

Stream Step

Go between waters.

You and your allies may teleport from one body of water to another. This allows regional travel within the same city or region and is usually sufficient to escape almost any situation or location.

You arrive only at locations you are familiar with. Both Effect and Position are worse if you lack familiarity with the destination. As a result, this ability excels at escape but is less reliable for infiltration into unfamiliar or hostile territory.

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Skirmish

Prosper in the chaos of battle.

Current Cure

Resist Water.

You absorb energies related to Water. This includes Water attacks, water cannons, high pressure, and corrosive liquids such as acids. You increase the effect of Skirmish rolls for endurance in such environments. Roll Skirmish to resist such Harm. 1-3: No reduction. 4-6: Reduce Harm by 1 level. Critical: Reduce Harm by 2 levels.

As a Master power, you can protect an ally for a score; as an Apex Power, you can protect your crew. Allies roll their own Skirmish dice.

Current Cut

Melee attack.

Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style. Aside from the variety of damage types, this ability primarily substitutes for equipment; mundane Fine and Potent weapons remain just as effective. Certain targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.

Current Clash

Gain Sale.

Waves and waterpouts help you. You become a one-person army, gaining Scale.

Current Cohort

Group Action.

This allows you and allies to initiate a Group Action when healing or when you need to be flexible and adaptable. You may do this even when some participants would not normally be able to contribute meaningfully due to physical limitation, Scale, or environmental constraint.

You lead the Group Action and roll Skirmish. Choose the Action most appropriate to the shared physical task. Each participant other than you rolls that Action. Stress to the leader is resolved as normal for a Group Action.

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Study

Study and analyze objects and creatures imbued with Water to gain insight and knowledge.

The Outcome required depends on range.

  • Limited Outcome: Touch.
  • Standard Outcome: Line of sight.
  • Great Outcome: A target you know of or have some link to, but which is out of line of sight.

Position depends on the situation. When you are safely in your base, the Position is Controlled. In the middle of a fight or while pinned down, the Position is Desperate. Sometimes the subject you are researching is dangerous in itself, worsening Position. Consequences may grant knowledge that lacks crucial details or context.

Aqua Assessment

Identify Water.

You learn the name of the liquid, object, or creature and very basic information in narrative terms. This does not include detailed analysis or actual rules.

Aqua Analysis

Analyze Water.

You learn any Powers or special abilities of liquids, Water creatures, and Water-related effects. This includes actual rules and mechanical results.

Aqua Archive

Water history.

You perceive the past of liquids, Water creatures, and Water-related objects or effects. This includes previous owners, how an object has moved or changed over time, and significant scenes from its history. The power focuses on events of interest to you.

Aqua Atlas

Chart waters.

You gain a detailed view of Water within an Area (p. 221), similar to Aqua Analysis, pinpointing locations of interest such as bases, reservoirs, or power nodes. You may then use Aqua Archive to learn the history of up to three such locations.

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Survey

Perceive and locate manifestations of your power.

The Outcome required depends on the target’s concealment.

  • Limited Outcome: Locate targets behind light cover or in distant places you can barely see.
  • Standard Outcome: Perceive behind walls and into hard cover.
  • Great Outcome: Perceive far-away places and locations you had no prior awareness of.

Stream Sight

Sense Water.

This is a basic spotting ability that selectively senses things related to Water, including Water creatures, liquids, and Water powers.

Stream Scope

Perceive from Water.

You shift your point of perception to a body of water or other liquid and sense as if you were present at that location, as long as you maintain concentration. You continue to sense your actual surroundings, but only faintly.

Stream Spy

Spy from a liquid.

This functions like Stream Scope, but allows you to focus on a specific creature or position. Your perception is automatically directed to the most advantageous available vantage point within liquid nearby. If no suitable liquid viewpoint exists, the ability fails.

Stream Sweep

Perceive from all Water.

Your senses expand impossibly, as if you were present in many places at once within Range (p. 221). You perceive from every significant body of liquid in the area, forming a comprehensive mental map. Targets find it very difficult to hide unless they are aware of — and actively counter — water-based surveillance.

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Sway

Communicate, mesmerize, and manipulate Water creatures. Position is determined normally, based on the situation and your relationship with the listeners.

Fluid Friend

Understand Water.

You can speak with Water creatures and gauge their mood and motivations. You can also sense when any creature is inclined toward being caring, mercurial, or spiritual.

Fluid Fluency

Speak to Water.

You and your Crew may use the Sway action at full Effect against Water creatures, overcoming cultural and linguistic barriers. You are persuading, not asserting authority.

In addition, you may influence any creature to feel caring, mercurial, or spiritual. This is commonly used as a Set Up for a Sway aligned with those moods.

Fluid Fluster

Suggest Water.

This functions as an enhanced Sway attempt against Water creatures. You implant suggestions that trigger under conditions you specify. The influence remains subtle until activated. The target does not remember being swayed.

Fluid Fellowship

Alter personality.

This effect is permanent, overt, and works only on a creature in your power. It reshapes a Water creature’s priorities and loyalties at a fundamental level. The target remembers their past, but regards it as insignificant compared to their new motivations.

This power has limits. You cannot make a Water creature oppose its elemental nature — for example, loving Fire or ceasing to be caring, mercurial, or spiritual. Only exceptional creatures or circumstances can break this change.

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Tinker

Manipulate, shape, and concoct liquids to suit your needs. This can lubricate, cushion, and exert pressure with great precision.

  • Limited Outcome solves an immediate problem, then ends. Any effect achieved will last, such as a repair made with temporary tools.
  • Standard Outcome construction, repair, or item lasts for the duration of a score.
  • Great Outcome is semi-permanent. This does not make permanent kit, but it can make permanent effects to the setting, such as repairing a large construction like a bridge or wall.

Something larger than you are, very complex, or of higher Quality Level than your Tier increases the needed Outcome.

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

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

Fluid Fabrication

Water tools.

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

Fluid Formation

Shape liquids.

This surpasses normal crafting, letting you shape liquids and making them stay in the new shape while still flowing, creating conduits without pipes. This allows you to work liquids without having to have them in a container, which allows faster and more exact chemistry. You don't need tools to build complex Fine and Potent items. This can facilitate the construction complex Fine and Potent items, traps, and devices, avoiding the need for extensive equipment.

Fluid Fusion

Transmute Water.

You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.

With multiple powers you can transform liquids into material linked to another Form. This allows intricate transformations where a metal sword can be transmuted into liquid and still work as a sword, or a wooden door can be changed to liquid but retain its form so it can remain in place while you walk through and the door then returns to normal.

Fluid Foundry

Water fabrication.

You can mass produce liquids or create large structures like a lake or canal that normally require a work force and facilities. In long-term projects involving construction or crafting, Fluid Foundry makes many dozens of items with the same effort as one item, but with a stress cost for the Apex power.

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Wreck

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

The outcome required depends on the complexity of your target.

  • Limited Outcome: Construction significantly weaker than an ice wall. Any liquid common in nature.
  • Standard Outcome is a car-sized hole in an ice. A smaller hole still needs standard outcome. Any liquid that can be made with simple technology.
  • Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Any liquid, even one incorporating Powers.

In combat, Water Wreck manifests as overwhelming blunt force rather than precision

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

Tide Tumble

Pollute liquids.

You destroy up to a cubic meter of liquids by polluting them to make them unsuitable for most use. The water doesn't actually disappear, but used on ice and snow the pollution will make it melt except in extreme cold. You can strike with the force of a watery sledgehammer in combat. As usual, Wreck may be at an advantage or disadvantage compared to Hunt, Finesse and Skirmish, depending on the situation.

Tide Tear

Evaporate liquids.

You evaporate or pollute (as Tide Tumble) up to 1,000 cubic meters of liquid (a cube with 10-meter sides), or a car-sized section of an ice wall. You may hold surrounding water back from refilling the vacated volume as long as you maintain concentration.

You may also use this effect to strike with the force of a Fine and Potent sledgehammer.

Tide Tow

Silent evaporation.

This is Tide Tear, except that wrecking things is now silent. Gets rid of evidence, as long as that evidence is mainly liquid.

Tide Tsunami

Area destruction.

Rather straightforward, this scales Tide Tear into an Area (p. 221) up to a billion cubic meters (a cube with 1,000 meter side). This can empty a harbor of water or temporarily dry out a river. Used in the sea, it creates an empty space that, when the sea rushes back in, crushing almost anything in the area. You can also use liquids to destroy other things, causing a mayor flood, break levees, or even create a tsunami, tough there is a delay for truly large effects.

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