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 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 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"  
 
|valign=bottom | '''Action'''  
 
|valign=bottom | '''Action'''  
Line 35: Line 34:
 
|-
 
|-
 
|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"| '''Tide Pool'''   <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> Intimidate with Water.
+
|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> Travel in and on water.
+
|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 dominated by Water.  
+
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'''
+
==== Tide Tracker ====
Detect water creatures and powers.
+
Detect Water.
  
This is usually done to see a Water spirit or to spot a disguised Water creature. {{ : Include Attune Basic Detect Powers (FiD) }}
+
Detect Water creatures and powers.
 +
This is most often used to perceive Water [[Spirit_(FiD)|spirits]] or to spot a disguised Water creature.
  
'''Tide Tilt'''
+
{{ : Include Attune Basic Detect Powers (FiD) }}
Dismiss a water creature. End a Water power.
 
  
Force a Water creature that is native to another plane to return to that plane, force a Water spirit to materialize, or to end the operation of a Water power or a power affecting a liquid or Water creature.
+
==== 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_(FiD)|spirit]] to materialize or de-materialize, or end the operation of a Water ability or any Power affecting a liquid or Water creature.
  
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
 
{{ : Include Attune Dispel Materialize Spirits (FiD) }}
  
'''Tide Tamer'''
+
==== Tide Tamer ====
Summon a water creature.
+
Summon Water.
  
Water creatures generally come in three types, elementals, spirits, and creatures with powers.
+
Water creatures generally fall into three categories: [[Monster_(FiD)#Elemental|elementals]], [[Spirit_(FiD)|spirits]], and [[Monster_(FiD)|Monsters]].
  
A Water is a simple creature totally dominated by its power.  
+
A Water elemental is a simple creature dominated entirely 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.
+
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.
  
Spirits are immaterial, ephemeral, less physically oriented, manifesting the emotional and mental manifestations of Water: caring, mercurial, and spiritual.  
+
Water [[Spirit_(FiD)|spirits]] are immaterial and ephemeral, expressing the emotional and mental aspects of Water: caring, mercurial, and spiritual.
Spirits are more intelligent than elementals, they use sophisticated powers and usually have an agenda of their own.
+
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.
  
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.  
+
[[Monster_(FiD)|Monsters]] resemble ordinary living creatures, with biological bodies and metabolisms, but possess exceptional abilities related to Water.
A Water dragon is impossibly large, swims through the sky, and can cause floods.  
+
A Water dragon may be impossibly large, swim through the sky, and 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.
+
Not all Monsters are summonable or dismissible; many are native to this world and have no special vulnerability to Attune powers.
  
 
{{ : Include Attune Summon (FiD) }}
 
{{ : Include Attune Summon (FiD) }}
  
'''Tide Pool'''
+
==== Tide Pool ====
Create a portal to the plane of water.
+
Gate to Water.
  
Opens a route of transport to a plane of Water.  
+
You open a route of transport to a Plane of Water.
These are shoals, sun-dazzled waves, ocean depths, and almost bottomless trenches.
+
Such realms are typically composed of shoals, sun-dazzled waves, endless oceans, crushing depths, and bottomless trenches.
  
 
{{ : Include Attune Gate (FiD) }}
 
{{ : Include Attune Gate (FiD) }}
 +
 +
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</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 ====
Intimidate with Water.
+
Water intimidation.
  
You can create Water effects such as a rising water levels or coating yourself with waves to heighten your authority, gaining leverage similar to what could be a achieved with threat such as displaying a weapon.  
+
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 can provide the leverage needed to use Command to intimidate without actual threat of violence.  
+
This provides the leverage needed to use Command to intimidate without an actual threat of violence.
Water creatures might recognize you as a figure of authority.
+
Water creatures may recognize you as a legitimate figure of authority.
  
'''Wave Whisper'''
+
==== 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 Words'''
+
==== 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 ===
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.
+
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.
  
A common consequences is that you are mistaken for someone, or that your assumed form is somehow a hindrance. You might be obnoxiously attractive, trigger prejudices, or have unexpected handicaps.
+
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'''
+
==== Fluid Fashions ====
Clothes and accessories of Water.
+
Water accessories.
  
You do not physically change yourself, you change your accessorize and outfit. As an advanced ability, you can do this for another.
+
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'''
+
==== Fluid Form ====
Assume the form of a Water creature.
+
Transform self.
  
This is a true physical transmutation. You need not assume the form of an existing creature, as long as the gamemaster agrees your new form is a Water creature.
+
You 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.
  
Shapechange can work as a set-up action for a number of other actions but may penalize other things, as appropriate to your new form. When appropriate, your new form can use Basic and Advanced powers inherently without risking stress.
+
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: 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.  
+
* '''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: A generic creature, very hard to recognize as yourself.  
+
* '''Standard Outcome''': You assume the form of a generic Water creature and are very difficult to recognize as yourself.
* Great outcome: Assume the shape and some of the personality of a specific creature you have studied.
+
* '''Great Outcome''': You assume the shape and some of the personality traits of a specific creature you have studied.
  
'''Fluid Flux'''
+
==== Fluid Flux ====
Fluid Form a willing or helpless creature.
+
Transform Crew.
  
This is Fluid Form applied to a willing or helpless creature. The duration depends of the outcome, limited outcome is very temporary. Standard outcome lasts for the duration of a score. Great outcome lasts a long time and potentially become permanent, depending on the the story. If you also want to make the target unrecognizable, that requires additional outcome, see Fluid Form.
+
This is 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.
  
This is sometimes used as a kind of poetic justice, transforming the target as a punishment, a curse that is very hard to break.
+
If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.
  
'''Fluid Flock'''
+
==== Fluid Flock ====
Fluid Form on crowds.
+
Transform crowds.
  
 
{{ : Apex Consort }}
 
{{ : Apex Consort }}
 +
 +
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Finesse ===
 
=== Finesse ===
Exercise finesse with your power, manipulating and attacking with precision.
+
Exercise finesse with Water, manipulating and attacking with precision.
  
'''Ripple Ride'''
+
==== Ripple Ride ====
Ride a swimming mount or water vehicle.
+
Ride Water.
  
This allows you to use Finesse with Water creature mounts and water vehicles you are not familiar with. You can bypass simple locks on vehicles, but not more serious security. You can ride beasts even if they are not trained to carry a rider. They must still be physically able to carry you.
+
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.
  
'''Ripple Rend'''
+
You can use this for your crew as an Advanced ability.
Fine and potent melee attack.
 
  
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as powerful. In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon.
+
==== Ripple Rend ====
 +
Finesse attack.
  
'''Ripple Reach'''
+
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style.
Fine control of water.
+
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.
  
This allows you to manipulate small amounts of liquid, similar to what you could do by hand, but you can do so at short range, allowing you to push buttons, trigger devices, and perform legerdemain as long as you have liquid to act for you. This can substitute for simple Tinker actions, but nothing complicated. You can open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
==== Ripple Reach ====
This takes almost no time and can be used as a set-up for yourself or quickly between other actions.
+
Fine control of Water.
  
'''Ripple Riot'''
+
You manipulate small amounts of liquid with precision, similar to what you could accomplish by hand.
Travel in and on 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 }}
  
Your crew and rides can travel on and under water at normal speed.
+
==== Ripple Riot ====
The power provides air as needed and negates water pressure.
+
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.
 +
 
 +
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Hunt ===
 
=== Hunt ===
Track, attack, and unleash devastating barrages with the power of Hunt. At short range, this can be dangerous to you and yours.
+
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.
  
'''Splash Search'''
+
You can track a quarry through water even if it leaves no mundane trail or physical clues.
Track in water.
+
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.
  
This works even if the quarry does not leave any mundane trail or clues. Consequences here are mainly to lose the trail, but depending on the environment and targets, it might lead you to get lost, into traps, or even into an ambush.
+
==== Splash Shot ====
 +
Water snipe.
  
'''Splash Shot'''
+
Ranged Water attacks primarily smash or pierce, though you may instead cut or corrode if that better suits your style.
Attack like a fine and potent rifle.
+
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.
  
Essentially, this serves as a replacement for traditional equipment; a fine and potent ranged weapon would be equally powerful in combat. While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
+
==== Splash Shape ====
 +
Control Water terrain.
  
'''Splash Shape'''
+
You shape water to create waves, floods, rain, dew, or mist.
Control water terrain.
+
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.
  
You can create waves, floods, rain, dew, and mist.
+
==== Splash Storm ====
This is usually used as a setup, but may also change how people act in reaction to the environment—rain and the like are likely to make people want to stay indoors or run out as the case may be. This does not inflict any direct damage.
+
Water area attack.
  
'''Splash Storm'''
+
An escalation of Splash Shot, this attack is less precise and affects all creatures at a location, with a risk of collateral damage.
Water attack on an area.
+
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.
  
An escalation of Splash Shot. Less precise, this affects all creatures at a location, with a risk of collateral damage. Targets in trenches, behind walls, or otherwise shielded are not in direct danger, but tend to keep their heads down, which gives your side the initiative.
+
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Prowl ===
 
=== Prowl ===
Sneak and move with stealth and agility.
+
Sneak and move with the stealth and agility of Water.
  
'''Stream Stealth'''
+
==== Stream Stealth ====
 
Hide in water.
 
Hide in water.
  
This allows you to hide and breathe in water.
+
You can hide within water and breathe while submerged.
You can hide in any liquid, but you can't breathe toxic liquids.
+
You may hide in any liquid, but you cannot breathe toxic liquids.
It otherwise works just like any other attempt to use Prowl to avoid notice. Note that only you can use this ability, your friends and allies cannot unless you use Travel, below.
+
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'''
+
==== Stream Speed ====
Breathe and move fast through water.
+
Life in water.
  
This allows you swim effortlessly at running speed, make far jumps out of water, endure any pressure, and breathe any liquid.  
+
You can move rapidly through water and perform far jumps out of it.
Your crew cannot use this unless you employ Stream Strategy, below.
+
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'''
+
==== Stream Strategy ====
Crew Stream Stealth and Stream Speed.
+
Crew prowling.
  
Now you and your allies can use Stream Stealth and Stream Speed.  
+
You and your allies may now use Stream Stealth and Stream Speed.
They still use their own Prowl action.
+
Each character still rolls their own Prowl action.
 +
This is commonly resolved as a Group Action.
  
'''Stream Step'''
+
==== Stream Step ====
Teleport crew between water locations.
+
Go between waters.
  
You and allies can teleport from one location in water to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to escape just about any situation or location.
+
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.
  
This takes you to places you are familiar with. Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
+
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.
 +
 
 +
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Skirmish ===
 
=== Skirmish ===
 
Prosper in the chaos of battle.
 
Prosper in the chaos of battle.
  
'''Current Cure'''
+
==== Current Cure ====
Resist water damage.
+
Resist Water.
  
Absorb energies related to Water.  
+
You absorb energies related to Water.
This includes Water attacks, water cannon, high pressure, and acids.  
+
This includes Water attacks, water cannons, high pressure, and corrosive liquids such as acids.
{{ : Damage Resistance Template (FiD)}}
+
{{ : Damage Resistance Template (FiD) }}
  
'''Current Cut'''
+
==== Current Cut ====
Fine and potent melee attack.
+
Melee attack.
  
Besides variety in the type of damage, this only substitutes for equipment, mundane weapons are just as powerful. Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
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 Curbing'''
+
==== Current Clash ====
Prevent scale in melee.
+
Gain Sale.
  
This creates some kind of hindrance, like walls of churning waters, mires, and whirlpools. The result is to deny the advantage of numbers.
+
Waves and waterpouts help you.
 +
You become a one-person army, gaining Scale.
  
'''Current Clash'''
+
==== Current Cohort ====
Strike out in all directions, attacking all nearby enemies.
+
Group Action.
  
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.
+
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) }}
 +
 
 +
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Study ===
 
=== Study ===
Study and analyze objects and creatures imbued with your power to gain insight and knowledge. The outcome required depends on range, limited outcome for touch, standard outcome for line-of-sight, and great outcome to reach a target you know of or have some link to, but which is out of line-of-sight.
+
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.
  
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 Water.
  
'''Aqua Assessment'''
+
You learn the name of the liquid, object, or creature and very basic information in narrative terms.
Identify liquids, Water creatures, and Water powers.
+
This does not include detailed analysis or actual rules.
  
This gives the name and very basic information in narrative terms, but not details or actual rules.
+
==== Aqua Analysis ====
 +
Analyze Water.
  
'''Aqua Analysis'''
+
You learn any Powers or special abilities of liquids, Water creatures, and Water-related effects.
Learn the powers and abilities of Water.
+
This includes actual rules and mechanical results.
  
You learn of any powers or special abilities the target has. This includes actual rules and game result.
+
==== Aqua Archive ====
 +
Water history.
  
'''Aqua Archive'''
+
You perceive the past of liquids, Water creatures, and Water-related objects or effects.
Read the past events of Water.
+
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.
  
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 ====
 +
Chart waters.
  
'''Aqua Atlas'''
+
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.
Aqua Assessment on an area, then Aqua Archive.
+
You may then use Aqua Archive to learn the history of up to three such locations.
  
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.
+
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Survey ===
 
=== Survey ===
Perceive and locate manifestations of your power.
+
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.  
+
The Outcome required depends on the target’s concealment.
* Standard outcome can look behind walls and into hard cover.
+
* '''Limited Outcome''': Locate targets behind light cover or in distant places you can barely see.
* Great outcome can look into far-away places and spots you had no idea existed.
+
* '''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'''
+
==== Stream Sight ====
Sense Water at a distance.
+
Sense Water.
  
This is a basic spotting power, selectively sensing things related to your power.
+
This is a basic spotting ability that selectively senses things related to Water, including Water creatures, liquids, and Water powers.
  
'''Stream Scope'''
+
==== Stream Scope ====
Perceive from any liquid.
+
Perceive from Water.
  
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.
+
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'''
+
==== Stream Spy ====
 
Spy from a liquid.
 
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.
+
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.
  
'''Stream Sweep'''
+
Your senses expand impossibly, as if you were present in many places at once within Range (p. 221).
Perceive from many liquids at once.
+
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.
  
Enhances your senses impossibly, akin to being multiple individuals spread across the scene.
+
<div style="text-align:center;">
You sense from every bit of liquid in a wide area.
+
— [[#top|Back to top]] —
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.
+
</div>
  
 
=== Sway ===
 
=== Sway ===
Communicate, mesmerize, and manipulate Water creatures.  
+
Communicate, mesmerize, and manipulate Water creatures.
Position is determined normally, depending on the situation and your relation to listeners.
+
Position is determined normally, based on the situation and your relationship with the listeners.
  
* Limited Outcome works if it follows the target's existing impulses, just overcoming fragile self-restraint.
+
==== Fluid Friend ====
* Standard Outcome can convince a target with no particular stake in the matter.
+
Understand Water.
* Great Outcome will convince a reluctant target, but not a passionate one.
 
  
'''Fluid Friend'''
+
You can speak with Water creatures and gauge their mood and motivations.
Understand Water creatures.
+
You can also sense when any creature is inclined toward being caring, mercurial, or spiritual.
  
You can gauge the mood and motivations of Water creatures and understand what they are saying. This does not allow you to be understood.
+
==== Fluid Fluency ====
You can also sense when any kind of creature is in a mood to be caring, mercurial, or spiritual.
+
Speak to Water.
  
'''Fluid Fluency'''
+
You and your Crew may use the Sway action at full Effect against Water creatures, overcoming cultural and linguistic barriers.
Communicate with Water creatures.
+
You are persuading, not asserting authority.
  
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 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.
  
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 ====
 +
Suggest Water.
  
'''Fluid Fluster'''
+
This functions as an enhanced Sway attempt against Water creatures.
Post suggestions in a Water creature.
+
You implant suggestions that trigger under conditions you specify.
 +
The influence remains subtle until activated.
 +
The target does not remember being swayed.
  
This is essentially an enhanced Sway attempt, allowing you to implant suggestions in Water creatures that will trigger under conditions you set. The power remains subtle until the suggestion is activated. The target will not remember being swayed.
+
==== Fluid Fellowship ====
 +
Alter personality.
  
Suggestions cannot be absurd to the target. A typical use would be to sway a servant to leave a window open or a guard to forget to load their weapon. Suggestions fade over time depending on the level of outcome achieved: limited outcome lasts for the immediate situation, normal outcome lasts for the duration of the score, and great outcome can extend beyond the score if it fits the story.
+
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.
  
'''Fluid Fellowship'''
+
This power has limits.
Permanently change personality.
+
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.
  
This is permanent but blatant. It changes the mind of a Water creature on a deep level, altering their priorities and loyalties. Target remembers their past but considers it unimportant compared to their new motivations. There are limits to this power, especially for creatures linked to a power—you cannot make a fire creature love the sea or an angel perform deeds of darkness. Exceptional creatures and circumstances can break this change.
+
<div style="text-align:center;">
 +
— [[#top|Back to top]] —
 +
</div>
  
 
=== Tinker ===
 
=== Tinker ===
Line 408: Line 522:
 
{{ : Include Tinker (FiD) }}
 
{{ : Include Tinker (FiD) }}
  
'''Fluid Fabrication'''
+
==== Fluid Fabrication ====
Emulate tools for liquids.
+
Water tools.
  
 
This ability substitutes for tools and protection devices typical of a small workshop.
 
This ability substitutes for tools and protection devices typical of a small workshop.
  
'''Fluid Formation'''
+
==== Fluid Formation ====
Shaped liquids will retain their shape.
+
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 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.
+
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.
+
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.
+
This can facilitate the construction complex Fine and Potent items, traps, and devices, avoiding the need for extensive equipment.
  
'''Fluid Fusion'''
+
==== Fluid Fusion ====
Create liquids out of nothing.
+
Transmute Water.
  
 
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
 
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
  
With multiple powers you can transform liquids into material linked to another power. This allows intricate transformations where a metal sword can be transmuted into liquid and still work as a sword, or a wooden door can be changed to mist so you can walk through and the door then returns to normal.
+
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'''
+
==== Fluid Foundry ====
Fluid Formation on a large scale.
+
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.
+
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.
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>
  
 
=== Wreck ===
 
=== Wreck ===
Destroy, dismantle, and obliterate liquids, or smash stuff using water.  
+
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 outcome required depends on the size and structural strength of your target.  
+
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.
* Limited Outcome: Construction significantly weaker than a brick wall. Destroy any liquid occurring in nature.
 
* Standard Outcome is a car-sized hole in a brick or mortar wall.  A smaller hole still needs standard outcome. Destroy any liquid that can be made using mundane technology.
 
* Great Outcome can affect something larger and/or stronger, up to the size of a house, ship, or other large construct. Destroy any liquid, even one incorporating powers.
 
  
The position depends on the situation. A quiet workspace is controlled, the general hustle of adventure risky, dealing with a fight, massive crowds, or dangerous construction is desperate.
+
==== Tide Tumble ====
 +
Pollute liquids.
  
'''Tide Tumble'''
+
You destroy up to a cubic meter of liquids by polluting them to make them unsuitable for most use.
Pollute liquids or strike with a watery sledgehammer.
+
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.
  
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.
  
'''Tide Tear'''
+
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.
Evaporate liquids, slice as a watery blade.
+
You may hold surrounding water back from refilling the vacated volume as long as you maintain concentration.
  
Destroy 1000 cubic meters of liquid.
+
You may also use this effect to strike with the force of a Fine and Potent sledgehammer.
You can also use this to smash other things or as a fine, potent sledgehammer.
 
  
'''Tide Tow'''
+
==== Tide Tow ====
Tide Tear, but destroyed targets disappear silently.
+
Silent evaporation.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
This is Tide Tear, except that wrecking things is now silent.  
Leave less traces, as what you wreck disappears.  
+
Gets rid of evidence, as long as that evidence is mainly liquid.
Get rid of evidence, as long as that evidence matches your power.
 
  
'''Tide Tsunami'''
+
==== Tide Tsunami ====
Tide Tear over a large area.
+
Area destruction.
  
Rather straightforward, this just scales things up to a billion cubic meters.
+
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.
 
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.
+
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 to form.
+
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.
 +
 
 +
<div style="text-align:center;"> — [[#top|Back to top]] — </div>

Latest revision as of 16:52, 13 February 2026

Fox in the DarkFox in the Dark logo
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.
Back to top

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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