Difference between revisions of "Water Powers (FiD)"

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{{FiD}}
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{{FiD-Powers}}
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
 
 
Water is the element of life, spirituality, and endless flowing cycles.  
 
Water is the element of life, spirituality, and endless flowing cycles.  
  
 
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.
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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 ==
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== Water Abilities ==
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" | '''Action'''  
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|valign=bottom | '''Action'''  
|align="center" | '''Basic'''    <br> No minimum    <br>  3 Stress
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|align="center" valign=bottom | '''Basic'''     
|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" valign=bottom | '''Advanced'''  
|align="center" | '''Master'''  <br> Minimum 4 Dice <br>  7 Stress
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|align="center" valign=bottom | '''Master'''   
|align="center" | '''Apex'''    <br> Minimum 6 Dice <br> 13 Stress
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|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"| '''Wave Watch'''     <br> You can detect water creatures and powers.  
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|valign="top"| '''[[#Tide_Tracker|Tide Tracker]]''' <br> Detect Water.
|valign="top"| '''Hydro Halt'''     <br> You can force a water creature that is native to another plane of existence to return to that plane, or to end the operation of an ability of the water power.  
+
|valign="top"| '''[[#Tide_Tilt|Tide Tilt]]''' <br> Dismiss  Water.
|valign="top"| '''Summon Stream''' <br> You can call a water creature from another plane. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a a score in itself.
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|valign="top"| '''[[#Tide_Tamer|Tide Tamer]]''' <br> Summon Water.
|valign="top"| '''Deluge Doorway''' <br> You can create a portal that allows travel to and from the plane of water for a limited time.  
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|valign="top"| '''[[#Tide_Pool|Tide Pool]]''' <br> Gate to Water.
 
|-
 
|-
|align="left" valign="top" | '''Command'''  
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|align="left" valign="top" | '''Command'''
|valign="top"| '''Aquatic Orders''' <br> You can use the command action on water creatures even if they normally couldn't understand you.  
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|valign="top"| '''[[#Wave_Wake|Wave Wake]]''' <br> Water intimidation.
|valign="top"| '''Hydrolexicon'''   <br> You and allies can communicate with water creatures.
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|valign="top"| '''[[#Wave_Whisper|Wave Whisper]]''' <br> Water signalling.
|valign="top"| '''Hydro Hegemony''' <br> You can give commands to water creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.  
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|valign="top"| '''[[#Wave_Words|Wave Words]]''' <br> Command Water.
|valign="top"| '''Tide Tyranny'''   <br> You can permanently bind water creatures to service. They will stay in one location and act according to your instructions, very literal-minded goons.
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|valign="top"| '''[[#Wave_Warden|Wave Warden]]''' <br> Bind Water.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''  
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|align="left" valign="top" | '''Consort'''
|valign="top"| '''Aquatic Attire'''   <br> You can change your clothes and accessories by imbuing them with water, and this water will stay where you put it. This can mask your identity or create fabulous outfits. You can breathe underwater.
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|valign="top"| '''[[#Fluid_Fashions|Fluid Fashions]]''' <br> Water accessories.
|valign="top"| '''Fluid Form'''       <br> You assume the form of a water creature. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
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|valign="top"| '''[[#Fluid_Form|Fluid Form]]''' <br> Transform self.
|valign="top"| '''Aquatic Evolution''' <br> You can shapechange a willing or helpless creature into a water creature. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
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|valign="top"| '''[[#Fluid_Flux|Fluid Flux]]''' <br> Transform Crew.
|valign="top"| '''Hydro Horde'''       <br> You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
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|valign="top"| '''[[#Fluid_Flock|Fluid Flock]]''' <br> Transform crowds.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''  
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|align="left" valign="top" | '''Finesse'''
|valign="top"| '''Ripple Ride'''       <br> If there is a swimming mount or water vehicle, you can ride it as if it was domesticated and you have the keys. You can breathe underwater.  
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|valign="top"| '''[[#Ripple_Ride|Ripple Ride]]''' <br> Ride Water.
|valign="top"| '''Liquid Lance'''     <br> You can use water as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give friends the Ripple Ride ability.
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|valign="top"| '''[[#Ripple_Rend|Ripple Rend]]''' <br> Finesse attack.
|valign="top"| '''Fluid Flexibility''' <br> Do fine control of water, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, and perform other minor manipulations, as long as there is water.
+
|valign="top"| '''[[#Ripple_Reach|Ripple Reach]]''' <br> Fine control of Water.
|valign="top"| '''Fluid Frenzy'''     <br> Your power manifests in a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
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|valign="top"| '''[[#Ripple_Riot|Ripple Riot]]''' <br> Travel in and on Water.
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''  
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|align="left" valign="top" | '''Hunt'''
|valign="top"| '''Hydro Hunt'''     <br> You can track and pursue in water, even if the target does not leave any mundane trail or clues.
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|valign="top"| '''[[#Splash_Search|Splash Search]]''' <br> Track through water.
|valign="top"| '''Ripple Rifle'''   <br> You can use water to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''[[#Splash_Shot|Splash Shot]]''' <br> Water snipe.
|valign="top"| '''Splash Squall''' <br> You can use water to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area, but there is a risk of collateral damage.
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|valign="top"| '''[[#Splash_Shape|Splash Shape]]''' <br> Control Water terrain.
|valign="top"| '''Aqua Artillery''' <br> You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. This can raze buildings and create rubble. Usually enough to provide cover for any escape.
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|valign="top"| '''[[#Splash_Storm|Splash Storm]]''' <br> Water area attack.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''  
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|align="left" valign="top" | '''Prowl'''
|valign="top"| '''Liquid Lurking''' <br> In water you can be invisible when still but appear as froth and turbulence when active.  
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|valign="top"| '''[[#Stream_Stealth|Stream Stealth]]'''   <br> Hide in water.
|valign="top"| '''Aqua Agility''' <br> You can move on and through water at run speed.  
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|valign="top"| '''[[#Stream_Speed|Stream Speed]]'''       <br> Life in water.
|valign="top"| '''Aqua Adventure''' <br> You can bring allies along when you use Liquid Lurking and Aqua Agility.
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|valign="top"| '''[[#Stream_Strategy|Stream Strategy]]''' <br> Crew prowling.
|valign="top"| '''Ripple Rift''' <br> You and allies can teleport from one body of water to another. This is regional travel, you stay within the same city or region.
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|valign="top"| '''[[#Stream_Step|Stream Step]]'''         <br> Go between waters.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''  
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|align="left" valign="top" | '''Skirmish'''
|valign="top"| '''Liquid Lash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
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|valign="top"| '''[[#Current_Cure|Current Cure]]'''     <br> Resist Water.
|valign="top"| '''Aqua Assault''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''[[#Current_Cut|Current Cut]]'''       <br> Melee attack.
|valign="top"| '''Liquid Lockdown''' <br> Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
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|valign="top"| '''[[#Current_Clash|Current Clash]]'''   <br> Gain Scale.
|valign="top"| '''Ripple Rampage''' <br> Your power strikes out in all directions, attacking all enemies in the area.  
+
|valign="top"| '''[[#Current_Cohort|Current Cohort]]''' <br> Group Action.
 
|-
 
|-
|align="left" valign="top" | '''Study'''  
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|align="left" valign="top" | '''Study'''
|valign="top"| '''Liquid Lore'''       <br> You can identify liquids, water creatures, and water powers.  
+
|valign="top"| '''[[#Aqua_Assessment|Aqua Assessment]]''' <br> Identify Water.
|valign="top"| '''Aquatic Appraisal''' <br> You know the powers and abilities of something you analyze.
+
|valign="top"| '''[[#Aqua_Analysis|Aqua Analysis]]'''     <br> Analyze Water.
|valign="top"| '''Fluid Flashback'''   <br> You can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
|valign="top"| '''[[#Aqua_Archive|Aqua Archive]]'''       <br> Water history.
|valign="top"| '''Hydro Horizon'''     <br> You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
|valign="top"| '''[[#Aqua_Atlas|Aqua Atlas]]'''           <br> Chart waters.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''  
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|align="left" valign="top" | '''Survey'''
|valign="top"| '''Aquatic Awareness''' <br> You can sense liquids and water creatures at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffers.
+
|valign="top"| '''[[#Stream_Sight|Stream Sight]]''' <br> Sense Water.
|valign="top"| '''Sensory Stream'''   <br> Choose a liquid that you know of; you can perceive as if you were at that spot.
+
|valign="top"| '''[[#Stream_Scope|Stream Scope]]''' <br> Perceive from Water.
|valign="top"| '''Witness Wave'''     <br> Choose a location or creature. You gain a sensor at the nearest liquid, which is often close enough to perceive the target.
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|valign="top"| '''[[#Stream_Spy|Stream Spy]]'''     <br> Spy from a liquid.
|valign="top"| '''Tide Totality'''     <br> You perceive from all liquids power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
|valign="top"| '''[[#Stream_Sweep|Stream Sweep]]''' <br> Perceive from all Water.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''  
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|align="left" valign="top" | '''Sway'''
|valign="top"| '''Empathic Embrace''' <br> You can understand water creatures and get a general sense of their motivations.  
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|valign="top"| '''[[#Fluid_Friend|Fluid Friend]]''' <br> Understand Water.
|valign="top"| '''Fluid Friendship''' <br> You and allies can communicate with water creatures. You can make folk more caring and spiritual
+
|valign="top"| '''[[#Fluid_Fluency|Fluid Fluency]]''' <br> Speak to Water.
|valign="top"| '''Hydro Hypnotism''' <br> You can post suggestions in the mind of water creatures, which will be triggered under conditions you specify. This is a subtle power, but easier to spot once triggered.
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|valign="top"| '''[[#Fluid_Fluster|Fluid Fluster]]''' <br> Suggest Water.
|valign="top"| '''Ripple Remolding''' <br> You change the personality and motivations of water creatures. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.  
+
|valign="top"| '''[[#Fluid_Fellowship|Fluid Fellowship]]''' <br> Alter personality.
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''  
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|align="left" valign="top" | '''Tinker'''
|valign="top"| '''Fluid Finesse'''     <br> You can handle liquids as if you had the appropriate tools and protective devices.
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|valign="top"| '''[[#Fluid_Fabrication|Fluid Fabrication]]''' <br> Water tools.
|valign="top"| '''Aquatic Artistry''' <br> You can shape liquids as if it were of clay, and they will retain their new shape for some time.  
+
|valign="top"| '''[[#Fluid_Formation|Fluid Formation]]''' <br> Shape liquids.
|valign="top"| '''Aqua Alchemy'''     <br> You can create liquids out of nothing, or transform one liquid into another or into matter governed by another power you know. This can create complex tools, such as fine and potent items.
+
|valign="top"| '''[[#Fluid_Fusion|Fluid Fusion]]''' <br> Transmute Water.
|valign="top"| '''Aqua Architecture''' <br> This is similar to create, above, but you mass produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
|valign="top"| '''[[#Fluid_Foundry|Fluid Foundry]]''' <br> Water fabrication.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''  
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|align="left" valign="top" | '''Wreck'''
|valign="top"| '''Hydro Havoc'''       <br> You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''[[#Tide_Tumble|Tide Tumble]]''' <br> Pollute liquids.
|valign="top"| '''Hydro Haze'''         <br> You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.
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|valign="top"| '''[[#Tide_Tear|Tide Tear]]''' <br> Evaporate liquids.
|valign="top"| '''Aqua Annihilation''' <br> Similar to Hydro Haze, but destroyed targets silently disappear.
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|valign="top"| '''[[#Tide_Tow|Tide Tow]]''' <br> Silent evaporation.
|valign="top"| '''Aquatic Armageddon''' <br> Similar to Hydro Haze, but over a large area. This can sink a ship, empty a canal system of water, raze a levee, and similar massive destruction.  
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|valign="top"| '''[[#Tide_Tsunami|Tide Tsunami]]''' <br> Area destruction.
 
|}
 
|}
  
== Expanded Water Powers ==
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<div style="text-align:center;"> — [[#top|Back to top]] — </div>
Expanded descriptions of effects that differ significantly from [[Powers (FiD)#Typical Powers and How to Use Them|Typical Powers]].
+
 
 +
== 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.
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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.
  
'''Perceive:'''
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==== Tide Tracker ====
''You can detect creatures and power use tied to your power.  
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Detect Water.
  
This is usually done to spot a disguised summoned creature. However, it can also help identify a creature's connection to powers, providing valuable insights into their nature.
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Detect Water creatures and powers.
Naturally, effect is reduced as the creature is more heavily obscured.
+
This is most often used to perceive Water [[Spirit_(FiD)|spirits]] or to spot a disguised Water creature.
The position usually starts controlled, with the usual consequence that you cannot try again.
 
  
'''Dismiss:'''
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{{ : Include Attune Basic Detect Powers (FiD) }}
''You can force a creature based on this power that is native to another plane of existence to return to that plane, or to end the operation of an ability of the power you use.
 
  
Dismissing a creature is hard, and might require the creature to be weakened, either by previous attempts to dismiss it, or by other attacks, interactions, or by being set up.
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==== Tide Tilt ====
The consequences of this depends entirely on what happens around you when you do it.
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Dismiss  Water.
If a powerful creature resists being dispelled, its obviously dangerous.
 
Having helpers and bodyguards reduces the consequences, and sometimes a creature wants to be dismissed and the consequence might be that it loses control of itself, or that other creatures appear to intervene.
 
  
Dispelling is usually easier, but not always.  
+
You force a Water creature native to another plane to return to that plane.
Most powers only dispel effects of their own power.
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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.
Read this generously.
 
As an example, the fire power can dispel any fire power, but also powers that affect flames and heat sources, as well as powers that affect fire creatures.
 
It can be used as a defense against others' use of power, or it can be used to break the continuing effects of powers.  
 
  
Dispelling is often used as a setup action to help another character in a situation when the opposition is using powers.
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{{ : Include Attune Dispel Materialize Spirits (FiD) }}
The position is controlled, possibly risky if there are a lot of other dangers around.
 
Limited effect creates an opening that makes the supported action potent.
 
Normal effect improves the position of the supported action.
 
Great effect improves both position and effect of the supported power.
 
  
When used directly, the effect is usually limited unless the opponent is relying on powers for their safety.
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==== Tide Tamer ====
Against an opponent that uses power to fly or even breathe you can have a better effect.
+
Summon Water.
  
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.
+
Water creatures generally fall into three categories: [[Monster_(FiD)#Elemental|elementals]], [[Spirit_(FiD)|spirits]], and [[Monster_(FiD)|Monsters]].
  
'''Summon:'''
+
A Water elemental is a simple creature dominated entirely by its Power.
''You can call a creature from a place of your power. This is generally an unwilling servant. It will obey one command from you and this can be extended. Learning who to summon may require study or be a score in itself.
+
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.
  
What a "place of your power" means depends on the setting, but is always a different place that you normally cannot interact with.
+
Water [[Spirit_(FiD)|spirits]] are immaterial and ephemeral, expressing the emotional and mental aspects of Water: caring, mercurial, and spiritual.
This is usually a parallel world or plane of existence, dominated by your power.
+
Spirits are more [[Mind_Powers_(FiD)#Intelligent|intelligent]] than elementals.
So fire summons creatures from a very fiery place, air summons from a very airy place and so on.
+
They wield sophisticated powers and usually pursue an agenda of their own, most often protecting a particular body of water.
These places can be unique to each power, or one big place where different places are dominated by different powers.
 
It might also be from other places in your own world, exotic regions of your own world or distant planets like Pluto or starts like Aldebaran.
 
This is the usual explanation in the cosmic horror genre.
 
In a science-fiction setting with powers this is usually related to faster-than-light travel, so if ships travel through hyperspace, this is also where summons come from.
 
If travel is by gate, the medium the gate stretches through is where summons come from, and so on.
 
The Gate power of Attune is the usual way to get to these places.
 
  
Summoning can bring you allies to fight, but more commonly you summon a spirit to do some specific task related to your power. Summons can use most power effects and maintain power effects you have created.  
+
[[Monster_(FiD)|Monsters]] resemble ordinary living creatures, with biological bodies and metabolisms, but possess exceptional abilities related to Water.
They can also give advice and information related to their power.
+
A Water dragon may be impossibly large, swim through the sky, and cause floods.
In general, you can summon generic creatures one tier lower than yourself without having to do a flashback.
+
Not all Monsters are summonable or dismissible; many are native to this world and have no special vulnerability to Attune powers.
Such a creature is similar to a gang member.
 
  
To summon a particular creature, similar to a cohort, you need its unique identity, often called true name in the mystical power traditions. For a technomancer this would be a  type id number, a blueprint, or a block of data.
+
{{ : Include Attune Summon (FiD) }}
Learning about the right creature to summon is a task in its own right, often requiring a flashback or downtime activity to use Command, Consort, Study, or Sway to gain information.
 
Doin this kind of preparation also counts as a set-up action for your summoning, even if you are doing it in a flashback.
 
  
It might be worth the extra effort to summon a creature of higher tier, but this is also much more demanding, using the usual rules for tiers.
+
==== Tide Pool ====
 +
Gate to Water.
  
Spirits generally come in three types, elementals, spirits, and creatures with powers.  
+
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.
  
Elementals only exist for powers that have a direct physical manifestation, like the four classic elements of air, earth, fire, and water, but also the other forms that have a physical manifestation, electricity, ice, metal, and plant.
+
{{ : Include Attune Gate (FiD) }}
An elemental is a simple creature totally dominated by its power.
 
Most elementals have animal intelligence, and often take the shape of animals as well, tough animated chunks of matter and humanoid forms are also common.
 
  
Spirits are similar to elementals in that they are made out of the stuff of their power, but the powers that create spirits are less material. This makes spirits ephemeral, less physically oriented, and usually more intelligent than elementals.
+
<div style="text-align:center;">
They can use sophisticated power effects and usually have an agenda of their own.
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— [[#top|Back to top]] —
Darkness, Death, Flux, Illusion, Order, and Space can summon spirits. 
+
</div>
  
Creatures with powers resemble normal creatures, most having a biological body, metabolism, and functioning as ordinary living creatures but also some exceptional abilities related to their power.
+
=== Command ===
A fire dragon is impossibly large, flies, and breathes fire.  
+
Command and intimidate Water creatures, projecting authority.
An air turtle hovers and can grow to massive size, to the point where a city can be built on top of them.
+
Position and Effect depend on the situation and your relationship with your listeners.
An undead creature is a corpse animated by the powers of Death.
 
And so on.
 
Not all creatures with powers are summonable or dismissible, many are native to this world and have no special vulnerability to Attune power effects.
 
  
Depending on your degree of effect the creature is willing to do different things.
+
==== Wave Wake ====
Limited effect allows you to ask questions of an intelligent creature or demand a short period of physical labor from a simple creature. The creature will not fight for you. If forced into a fight due to circumstances, it will resent it afterwards.
+
Water intimidation.
  
Standard effect allows you to ask for any service appropriate to the type of creature. A devil will do evil, a fire elemental will burn stuff, and so on.  
+
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 includes dangerous tasks such as combat if the creature has such abilities, which most of them do.
+
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.
  
Great effect allows actions outside the creature's comfort zone, but not things it directly opposes. A devil will do most things except those associated with Light, a fire elemental will heat your forge or power your steam engine. Lengthy service also requires great effect, like summoning the creature to guard a treasure for as long as it can.
+
==== Wave Whisper ====
 +
Water signalling.
  
The position is usually risky. The creature is being forced to serve and might lash out.  
+
You can communicate with Water creatures over any distance, as long as you know the target.
Typical consequences are:
+
You may also communicate over line of sight even if you do not know the target.
The creature strikes out at you once.
+
If you can see the exterior of a vehicle or installation, you may communicate with the most powerful Water creature within it.
A tightwire struggle to keep the creature under control
+
Communication is simple and direct, suitable for use with the Command action.
The creature breaks things around you, demands concessions from you.
 
Overly literal interpretations of your commands.
 
The creature deliberately does its tasks poorly.
 
  
Offering a creature gifts or services appropriate to its nature can make the position controlled, with consequences like half-heated efforts, demanding not to be summoned again until some time or event has passed, or just general sulkiness.
+
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.
  
Desperate position usually comes from trading position for effect, but it might come from a difference in ethos.
+
==== Wave Words ====
If you are a priest of light and summon a demon, or if the summon is three or more tiers above you the position will be desperate.
+
Command Water.
Consequences include the spirit demanding you sell your soul, become its agent in the world, that you come to its home plane to serve it there for a time (usually three scores), that you defeat the creature in a duel or similar dramatic story events.  
 
  
'''Gate:'''
+
A Water creature you target perceives you as a superior or alpha that outranks it.
''You can create a portal that allows travel to and from the plane of your power for a limited time.
+
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.
  
This is rarely useful, but can be under exceptional circumstances.  
+
Position depends on the creature’s actual relationship to you.
As outlined under Summoning above most powers are linked to a different world where that power is dominant.  
+
Ordering a creature that sees itself as your superior is Desperate.
There are also things that are possible to do on these planes that are not allowed in the regular world, most effects are reduced one step in difficulty, from advanced to basic, master to advanced, and apex to master.  
+
A Controlled Position comes from a creature that agrees you outrank it, usually making retries harder rather than provoking resistance.
This opens the possibility of new super-apex powers that have to be negotiated with the game master.
+
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.
Such effects rarely reach outside the plane where you perform them, but if they affect creatures on that plane, the effect may remain when you return to the mundane world.
 
  
Gating can allow access to creatures too powerful to summon, so you instead ask for an audience.
+
==== Wave Warden ====
The creature may then use the gate to come to you, call you into its presence, or just communicate with you.
+
Bind Water.
  
Using a gate is usually played out as a score, which means there is an engagement roll.
+
This effect only works if you are already in a position of power over the target.
Depending on how quickly the matter is resolved, the game master may require a separate game to return home again.
+
It functions similarly to Wave Whisper, but the effect is permanent rather than momentary.
However if you do this in a scene that is dangerous, such as asking for help against an enemy too powerful for you to defeat, the position is usually much worse.
+
Strong emotions may break your control, but otherwise the bond lasts until dispelled.
Once you have established a connection to a certain place or audience with a certain creature, you can usually do so again from a controlled position and without doing it as a score.
 
  
=== Command ===
+
<div style="text-align:center;">
Command creatures based on your power with communication and authority.
+
— [[#top|Back to top]] —
Position and effect is determined normally, depending ion the situation and your relation to listeners.
+
</div>
If you know several powers and use a Command power but don't know what type of creature you are facing, it works as long as you have the appropriate power. You need not select a specific type of creature in advance.
 
If you try to Command a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that Command skill can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
=== Consort ===
''You can make creatures understand you, but you do not understand them.
+
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.
  
This is useful because it allows you to intimidate creatures of your power and to command foreign or alien subordinates.
+
Common Consequences include being mistaken for someone else or finding that your assumed form is a hindrance.
Combined with the basic power of Sway allows two-way communication.
+
You might be obnoxiously attractive, trigger prejudice, or suffer unexpected physical or social handicaps.
  
'''Translate:'''
+
==== Fluid Fashions ====
You and allies can communicate with creatures based on your power.
+
Water accessories.
This allows full conversation with creatures of the power.
 
It is still a Command ability, it is more forceful and less subtle than the Sway equivalent.
 
  
'''Authority:'''
+
You do not physically change your body.
''You can give commands to creatures based on your power, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
+
Instead, you alter your clothing, adornments, and accessories to Water-themed forms.
 +
As an Advanced ability, you may apply this effect to another creature.
  
This is more powerful than a normal Command action, having about one additional level of effect, but it is not absolute.
+
==== Fluid Form ====
Creatures of the relevant type will understand your orders.
+
Transform self.
  
Targets will see you as an officer, professional superior, alpha, or other leader type outranking them.  
+
You undergo true physical transformation.
It is very helpful to have a grasp of the social order of your targets, as this allows you to avoid conflicting with their established loyalties.
+
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.
Ordering city guards to return to barracks and ignore a disturbance is much harder (lower effect) than to tell them to scatter the disturbance and move on, because their task is to protect the city.
 
Limited effect can lead to a creature not doing what it is supposed to, such as reporting you or giving you a speeding ticket.
 
Standard effect makes the creature do what it is supposed to in a way you decide, such as a police escorting you to a safe location or do you a favor that is quick, such as letting you past a checkpoint even if they ought not to.
 
Great effect means targets will go out of their way to please you, such as warriors from a neutral faction fighting for you, enemies ignoring you or even fleeing.  
 
  
The position depends on the creatures' actual relationship to you—a creature that perceives itself as your superior will use a stronger rebuke.
+
Shapechanging often serves as a Set Up action for other Actions, but may also penalize certain activities, depending on your new form.
A controlled position comes from a creature that agrees you are superior to it, and usually just means that trying again is harder.
+
When appropriate, your new form may use Basic and Advanced Water powers inherently without risking Stress.
A risky position is typical against a creature that perceives itself an equal to you, and not your enemy. This might lead to heat, misunderstood orders, or that targets rebel in small ways.
 
  
'''Enslave:'''
+
* '''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.
''You can permanently bind creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
+
* '''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.
  
Obviously a broken ability, and one that will have a low effect unless you are already in a position of power.
+
==== Fluid Flux ====
The effect is similar to the authority, the difference is that this is a long-lasting and potentially permanent effect.
+
Transform Crew.
A creature that is under the care of your enemies will likely break the effect after some time, and a creature confronted with something it used to feel very strongly about might break your control, but it otherwise lasts until removed by other effects.
 
  
=== Consort ===
+
This is Fluid Form applied to your Crew or to a willing or helpless creature.
Utilize the power of Consort to change forms and manipulate objects imbued with your power.
+
The duration depends on Outcome.
You not only understand how to behave to conform to social norms, you change your own (and alter others') physical form.
+
* '''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.
  
'''Mask:'''
+
If you also wish to make the target unrecognizable, this requires additional Outcome, as described under Fluid Form.
''You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.
 
  
You do not physically change yourself, you accessorize and change your outfit.
+
==== Fluid Flock ====
The effect is usually limited and the position controlled, but some changes might be more extreme than this.
+
Transform crowds.
  
'''Shapechange:'''
+
{{ : Apex Consort }}
''You assume the form of another creature that manifests your power. Add 1d to one action and subtract 1d from all actions covered by an attribute except if you just raised one of them.
 
  
This is a true physical transmutation.
+
<div style="text-align:center;">
You need not assume the form of an existing creature, as long as the gamemaster agrees your new form matches the power you use.
+
— [[#top|Back to top]] —
This can give you new abilities, but these are things you could already do using the same power.
+
</div>
You may get away without having to use each specific power, at the cost of losing some of the abilities of your original form.
 
So if you turn into a fish you don't have to use powers to swim and breathe water, but you are close to helpless on land.
 
  
If desired your transmutation might benefit an action relevant to your new form, at the cost of lowering all the actions covered by a specific attribute.
+
=== Finesse ===
You rating in the improved action increases by one.
+
Exercise finesse with Water, manipulating and attacking with precision.
The actions covered by your weakened attribute are all reduced by one, except that if you chose the attribute that governs your improved action, this action gains the benefit and does not suffer the penalty.
 
  
''Example
+
==== Ripple Ride ====
''Jillyan uses the Animal power to turn herself into a monkey. She gains a +1 bonus to the Prowl action, but suffers a -1 penalty to Finesse Skirmish and Wreck. She does not suffer the penalty on Prowl, as that is the action that was improved. If the penalty had instead been applied to Insight, Hunt, Study, Survey and Tinker would all have suffered the penalty.
+
Ride Water.
  
'''Transform:'''
+
You may use Finesse to ride Water creature mounts and water vehicles you are not familiar with.
''You can shapechange a willing or helpless creature into a form imbued by your power. This can be a curse, it can be broken but it is not easy. You can easily break the effect.
+
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.
  
This is the shapechange power applied to another creature.
+
You can use this for your crew as an Advanced ability.
The duration depends of the effect, limited effect is very temporary, more of a warning.
 
Standard effect lasts for the duration of a score.
 
Great effect lasts a long time and potentially become permanent, depending on the development of the story.
 
Other abilities can be used to reverse such a transformation.
 
  
You cannot use this on a powerful opponent that cannot be defeated by a single successful action.
+
==== Ripple Rend ====
You may have to confront them in several scenes to finally get them to the point where you can transform them.
+
Finesse attack.
  
'''Wild Hunt:'''
+
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style.
''You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
+
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 is where Consort becomes a combination of the Shapechange and Summon power effects.
+
==== Ripple Reach ====
Instead of summoning a host of allies, you transform a number of existing creatures and give them a task that they will perform with gusto.
+
Fine control of Water.
Essentially you turn them into single-minded minions.
 
Targets must be willing, non-sentient like animals, or just very minor figures in the plot, likely several tiers below you.
 
This is usually used to create a host of goons that will fight and chase for you.
 
Such goons are more interested in chasing and cornering targets than in actual combat.
 
Or they can be turned into lesser servants, like the scene with the fairy godmother from Disney's Cinderella.
 
  
=== Finesse ===
+
You manipulate small amounts of liquid with precision, similar to what you could accomplish by hand.
Exercise finesse with your power, manipulating and attacking with precision.
+
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 }}
  
'''Ride:'''
+
==== Ripple Riot ====
''If there is a mount or vehicle of the appropriate power, you can ride it as if it was domesticated and you have the keys. You can move and breathe in conditions manifesting your power without damage or hindrance.
+
Travel in and on Water.
  
This allows you to use Finesse with mounts and vehicles you are not familiar with, allowing Finesse to substitute for Command and Tinker actions that could do the same thing.
+
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.
  
'''Duel:'''
+
<div style="text-align:center;">
''You can use the power as a fine and potent close-range attack, similar in effect to a fine potent dueling sword or pistol, or you can give your friends the Ride ability for the duration of a score.
+
— [[#top|Back to top]] —
 +
</div>
  
What this actually does depends on the power used.
+
=== Hunt ===
Fire burns, wind slices, ice pieces or freezes, and so on.
+
Track, attack, and unleash devastating barrages with the power of Hunt.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
At short range, this can be dangerous to you and yours.
Besides variety, this only substitutes for equipment, fine and potent finesse weapon is just as effective.
 
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Manipulate:'''
+
==== Splash Search ====
''You can do fine manipulation of the power, allowing you to do small and exact manipulations at range. This allows you to open doors, trigger or hinder mechanisms, or perform other minor manipulations, as long as the target is appropriate to your power.
+
Track through water.
  
This allows you to manipulate small amounts of matter governed by your power.  
+
You can track a quarry through water even if it leaves no mundane trail or physical clues.
This is similar to what you could do by hand, but you can do so at a distance of ten meters or so, allowing you to push buttons, trigger devices, and perform legerdemain at short range. This can substitute for simple Tinker actions, but nothing complicated.
+
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.
  
'''Surge:'''
+
==== Splash Shot ====
''Your power manifests like a storm of blades, suppressing the effect of multiple opponents and acting as a fine potent weapon. You can choose to affect multiple targets.
+
Water snipe.
  
You create ans use weapon like Duel above, and also create distractions.
+
Ranged Water attacks primarily smash or pierce, though you may instead cut or corrode if that better suits your style.
The effect is like having a number of trusty but entirely defensive allies in the fight.  
+
This ability functions as a replacement for equipment; a Fine and Potent ranged weapon would be equally effective in combat.
This negates the advantage an enemy gets for having allies of their own, but is otherwise the same as Duel.
+
Some targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
  
=== Hunt ===
+
==== Splash Shape ====
Track, attack, and unleash devastating barrages with the power of Hunt.
+
Control Water terrain.
As you advance in power, the scope of your attacks becomes greater, allowing you to control significant areas and cause widespread destruction.
 
At short range, this is dangerous to you and yours.
 
  
'''Track:'''
+
You shape water to create waves, floods, rain, dew, or mist.
''You can track and pursue based on your power, even if the target does not leave any mundane trail or clues.
+
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.
  
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 Storm ====
 +
Water area attack.
  
'''Potent Snipe:'''
+
An escalation of Splash Shot, this attack is less precise and affects all creatures at a location, with a risk of collateral damage.
''You can use your power to attack, similar in effect to a fine and potent rifle.
+
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.
  
The effect of this action varies depending on the nature of your power.
+
<div style="text-align:center;">
For instance, fire will burn, wind can slice, ice might pierce or freeze, and so forth.
+
— [[#top|Back to top]] —
While some targets may exhibit more or less vulnerability to specific types of attacks, this is the exception rather than the rule.
+
</div>
Essentially, this ability serves as a versatile replacement for traditional equipment; a fine and potent finesse weapon would be equally effective in combat.
 
Moreover, using this action in a fight doesn't consume any additional time; activating your attack power is akin to drawing a weapon—neither faster nor slower.
 
  
'''Environmental Control
+
=== Prowl ===
''You can alter environments by controlling or introducing the element of your power. You can change the environment of a single room indoors or a city block outdoors.
+
Sneak and move with the stealth and agility of Water.
  
This is usually used as a setup, but may also change how people act in reaction to the environment—rain, smoke, or snow and the like are likely to make people want to stay indoors or run out as the case may be.
+
==== Stream Stealth ====
Environmental Control does not inflict any direct damage.
+
Hide in water.
  
'''Area Attack:'''
+
You can hide within water and breathe while submerged.
''You can use your power to attack similar to a fine and potent grenade. This allows you to fight many creatures in the same area very effectively, but there is a risk of collateral damage.
+
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.
  
An escalation of Potent Snipe, this affects all enemies in a single location.  
+
Only you may benefit from this ability.
The effect is more powerful but less precise.
+
Your allies cannot do so unless you also use Stream Strategy, below.
This means it does more collateral damage, but no more effect on enemies.
 
Targets in trenches, behind walls, or otherwise shielded are not in direct damage, but tend to keep their heads down, which gives your side the initiative.
 
  
=== Prowl ===
+
==== Stream Speed ====
Sneak, move, and perhaps even fly or teleport with the stealth and agility granted by Prowl.
+
Life in water.
Most powers use Prowl in ways that vary from the norm, so this is a more rough sketch than the power abilities of many other actions.
 
  
'''Reconnaissance:'''
+
You can move rapidly through water and perform far jumps out of it.
''You can hide in environments linked to your power. This allows you to hide in impossible places as long as the environment manifests your power. You gain advantage when sneaking on creatures linked to your power.
+
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.
  
This provides you cover to hide in places you ordinarily could not.
+
==== Stream Strategy ====
Where you can use this is explained in each specific power.
+
Crew prowling.
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.
 
  
'''Maneuver:'''
+
You and your allies may now use Stream Stealth and Stream Speed.
''You can move on and through environments composed of your environment. This allows you to climb on air, swim unhindered, walk through walls of the appropriate material and so on, depending on your exact power.
+
Each character still rolls their own Prowl action.
 +
This is commonly resolved as a Group Action.
  
Again, each power will explain how it can use this mobility.
+
==== Stream Step ====
Your friends and allies cannot use this unless you employ Travel, which is described later
+
Go between waters.
  
'''Travel:'''
+
You and your allies may teleport from one body of water to another.
''You can bring allies along when you use Reconnaissance and Maneuver.
+
This allows regional travel within the same city or region and is usually sufficient to escape almost any situation or location.
  
Now you and your allies can Prowl in places where your power is at home.  
+
You arrive only at locations you are familiar with.
They still use their own Prowl action.
+
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.
  
'''Transport:'''
+
<div style="text-align:center;">
''You and allies can teleport from one location where your power is present to another. This is regional travel, you stay within the same city or region, but it is generally sufficient to enter or escape just about any situation or location.
+
— [[#top|Back to top]] —
 +
</div>
  
How and where you use this is explained in each power.
+
=== Skirmish ===
This takes you to places you are familiar with.
+
Prosper in the chaos of battle.
Both effect and position is worse unless you know where you are going, which means it is great for escapes but less so for intrusion into an enemy's territory that you are likely to be much less familiar with.
 
  
=== Skirmish ===
+
==== Current Cure ====
Engage in close combat and create chaos with the power to Skirmish.
+
Resist Water.
 +
 
 +
You absorb energies related to Water.
 +
This includes Water attacks, water cannons, high pressure, and corrosive liquids such as acids.
 +
{{ : Damage Resistance Template (FiD) }}
  
'''Skirmish Attack:'''
+
==== Current Cut ====
''You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
+
Melee attack.
  
What this actually does depends on the power used. Fire burns, wind slices, ice pieces or freezes, and so on.  
+
Your Water attacks cut, pierce, smash, or corrode, depending on your chosen style.
Certain targets may be more or less vulnerable to certain attacks, but this is the exception.
+
Aside from the variety of damage types, this ability primarily substitutes for equipment; mundane Fine and Potent weapons remain just as effective.
Besides variety, this only substitutes for equipment, mundane weapons are just as effective.  
+
Certain targets may be more or less vulnerable to specific attack forms, but this is the exception rather than the rule.
In a fight, using this does not take any more time, activating your attack power is equivalent to drawing a weapon, no more, no less.
 
  
'''Fine Skirmish Attack:'''
+
==== Current Clash ====
''Same as Skirmish Attack, except the weapon is fine and potent.
+
Gain Sale.
  
'''Obstruction:'''
+
Waves and waterpouts help you.
''Your power creates distractions and obstructions that prevent the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
+
You become a one-person army, gaining Scale.
  
This creates some kind of hindrance, perhaps spectral allies, perhaps a maze or concealing mist.
+
==== Current Cohort ====
The effect is to deny your enemies the advantage of numbers.
+
Group Action.
You also gain the benefit of the Fine Skirmish Attack, giving you a fine, potent weapon.
 
  
'''Flurry:'''
+
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) }}
''Your power strikes out in all directions, attacking all enemies in a wide area.
 
  
This turns you into a one-man army. Not only do you negate the advantage your enemy may get from numbers, you also spread your effect to hurt all your enemies in the current skirmish, within 10 meters or so.
+
<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.
+
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.
  
'''Analyze:'''
+
You perceive the past of liquids, Water creatures, and Water-related objects or effects.
''You can identify objects and creatures that manifest your power and see the use of the abilities of your power.
+
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.
  
'''Research:'''
+
==== Aqua Atlas ====
''You know the powers and abilities of something you analyze.
+
Chart waters.
  
'''Hindsight:'''
+
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 can read the past events of something you analyze. This includes previous owners and how the object has been moved around as well as significant scenes.
+
You may then use Aqua Archive to learn the history of up to three such locations.
  
'''Omniscience:'''
+
<div style="text-align:center;">
''You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
+
— [[#top|Back to top]] —
 +
</div>
  
 
=== Survey ===
 
=== Survey ===
Survey and perceive manifestations of your power to gain valuable information and insight.
+
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.
  
'''Detect:'''
+
==== Stream Sight ====
''You can sense manifestations of your power at a distance and understand their general nature. This works even when you can't see the target, but both range and information suffer.
+
Sense Water.
  
'''Sensor:'''
+
This is a basic spotting ability that selectively senses things related to Water, including Water creatures, liquids, and Water powers.
''Choose an object manifesting your power that you have detected; you can perceive as if you were at that spot. You cannot use your Survey action for anything else when doing so.
 
  
'''Scry:'''
+
==== Stream Scope ====
''Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
+
Perceive from Water.
  
'''Omnipresence:'''
+
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 perceive from all objects manifesting your power at once over a wide area. As long as you concentrate you retain this perception and can report what you see to others.
+
You 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 ===
 
=== Sway ===
Communicate, mesmerize, and manipulate creatures imbued with your power to achieve your goals.
+
Communicate, mesmerize, and manipulate Water creatures.
Sway creatures based on your power with persuasion and cajoling.
+
Position is determined normally, based on the situation and your relationship with the listeners.
Position and effect is determined normally, depending ion the situation and your relation to listeners.
 
If you know several powers and use a Sway effect but don't know what type of creature you are facing, it works as long as you have the appropriate power.
 
You need not select a specific type of creature in advance.
 
If you try to Sway a type of creature and don't the appropriate power, effect is at best limited—the game master may judge that the Sway action can be used non-verbally, but often you will have no effect at all. 
 
This still has the normal stress cost.
 
  
'''Communicate:'''
+
==== Fluid Friend ====
''You can understand creatures linked to your power even if normally couldn't, and gauge their mood and motivations.
+
Understand Water.
  
This does not allow you to be understood by those whose intentions you read. Used together with the basic Command power, this allows full communication.
+
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.
  
'''Translate:'''
+
==== Fluid Fluency ====
''You and allies can communicate with creatures based on your power.
+
Speak to Water.
  
This allows you to use the Sway power to its full effect.  
+
You and your Crew may use the Sway action at full Effect against Water creatures, overcoming cultural and linguistic barriers.
You are still wheedling unless you also use Command the advanced Command effect.
+
You are persuading, not asserting authority.
  
In addition, many powers will have the power to inspire a mood or emotion specific to that power.
+
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.
  
'''Mesmerize:'''
+
==== Fluid Fluster ====
''You can post suggestions in the mind of a creature manifesting your power, which will be triggered under conditions you specify. Common suggestions are to steal something, attack someone, or ignore some event. This is a subtle power, but easier to spot once triggered.
+
Suggest Water.
  
Essentially this is an attempt to Sway with two advantages.
+
This functions as an enhanced Sway attempt against Water creatures.
The target will not remember that you swayed them, and if you succeed, you can give them instructions that will activate later, in a situation you specify.
+
You implant suggestions that trigger under conditions you specify.
A typical use of this would be to sway a servant to leave a window open in a hallway or a guard to forget to load their weapon.
+
The influence remains subtle until activated.
Besides the normal challenges of persuasion, suggestions fade depending on your effect. Limited effect lasts in the immediate situation.
+
The target does not remember being swayed.
Normal effect lasts for the duration of the score, and great effect can last past the end of the score, as makes sense in the story.
 
  
'''Inculcate:'''
+
==== Fluid Fellowship ====
''You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remembers their past but regards it as unimportant compared to their new motivations.
+
Alter personality.
  
This changes the target on a deep level, changing their loyalties and priorities.
+
This effect is permanent, overt, and works only on a creature in your power.
There are limit to this, particularly for creatures linked to a power - you cannot make a fire creature love the sea or an angel of light do deeds of darkness.
+
It reshapes a Water creature’s priorities and loyalties at a fundamental level.
Exceptional creatures and exceptional circumstances can break this change.
+
The target remembers their past, but regards it as insignificant compared to their new motivations.
This depends more on role-playing than die rolls.
+
 
 +
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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— [[#top|Back to top]] —
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=== Tinker ===
 
=== Tinker ===
Manipulate, shape, and create objects imbued with your power to suit your needs.
+
Manipulate, shape, and concoct liquids to suit your needs.  
When used with long-term projects, powers can often substitute for missing resources such as tools or raw materials, but that is all it does until you can start using Fabricate.
+
This can lubricate, cushion, and exert pressure with great precision.  
 +
{{ : Include Tinker (FiD) }}
  
'''Handle:'''
+
==== Fluid Fabrication ====
''You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
+
Water tools.
  
This mainly substitutes for tools, up to a small workshop.
+
This ability substitutes for tools and protection devices typical of a small workshop.
You are also protected from any dangerous effects of working with the elements of your power.
 
  
'''Shape:'''
+
==== Fluid Formation ====
''You can shape materials that manifest your power as if they were of clay, and they will retain their new shape for some time even if they would normally not, such as water, sand, or smoke.
+
Shape liquids.
  
You can now do more than normal craft could do.
+
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 elements of your power that  normally cannot be shaped, and it will remain in the shape you set it in.  
+
This allows you to work liquids without having to have them in a container, which allows faster and more exact chemistry.
This has the effect of pipes and containers suited to the materials at hand, without any material containers or conduits.
+
You don't need tools to build complex Fine and Potent items.
This may allow you to set up traps or devices that would normally require extensive equipment.
+
This can facilitate the construction complex Fine and Potent items, traps, and devices, avoiding the need for extensive equipment.
  
The position depends on how quiet your workplace is and how much time you have to work with.
+
==== Fluid Fusion ====
The effect determines the effectiveness of your construction, but also how long it will last.
+
Transmute Water.
Devices that are more powerful are harder to contain, and thus wont last as long.
 
Most shaping will only be good for a single scene, but if your effect surpasses that required for the effect you want, you can stretch the effect until the end of the score.
 
  
'''Create:'''
+
You can create liquids from nothing. This is like Fluid Formation, above, but needs no raw materials.
''You can create objects manifesting your power out of nothing or transform an object from one material to another as long as you know the power required for both the starting and final form. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
 
  
This is two distinct effects. The first allows you to create matter related to your power out of nothing. This is raw matter (or energy, depending on the power used) and needs to be shaped and refined to be of much use.
+
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.
  
The second can only be used if you know multiple powers. You transmute material connected to one of your powers into material connected to another power.
+
==== Fluid Foundry ====
The result will maintain its form as if affected by the Shape ability.
+
Water fabrication.
The advantage of this is that you can transform a complex object and it will retain its form and function as far as its new material allows.
 
This can transform something like a sword from metal to fire, and it would still be a functional sword.
 
A door could be changed from wood to air, you then pass through and the door reverts to wood.
 
  
'''Fabricate:'''
+
You can mass produce liquids or create large structures like a lake or canal that normally require a work force and facilities.  
''This is similar to Create, above, but you mass-produce objects, even a set of different objects. You can also make something large, such as a vehicle or building.
+
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>
  
Pretty self-explanatory, this is Create on a larger scale.
+
=== Wreck ===
This is useful for equipping a large band or building something large out of nothing.
+
Destroy, dismantle, and obliterate liquids, or smash stuff using Water.  
When doing long-term projects that involve building or crafting, you can use Fabricate to gain great effect, even under what normally be poor conditions, but this has the usual stress cost.
 
  
=== Wreck ===
+
The outcome required depends on the complexity of your target.
Destroy, dismantle, and obliterate objects made of stuff related to your power.  
+
* 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.
  
'''Jimmy:'''
+
==== Tide Tear ====
''You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.
+
Evaporate liquids.
  
Just as crude as it sounds.
+
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 destroy things related to your power, and strike with the force of a sledgehammer in combat.
+
You may hold surrounding water back from refilling the vacated volume as long as you maintain concentration.
As usual, Wreck may be at an advantage or disadvantage compared to Finesse and Skirmish, depending on the situation.
 
  
'''Smash:'''
+
You may also use this effect to strike with the force of a Fine and Potent sledgehammer.
''Similar to jimmy. When smashing objects from your power, such as metallic objects for the metal power, you to affect hard objects as if they were wood. Works as a fine potent sledgehammer in combat.
 
  
This reduces the strength of strong materials, allowing you to break even the strongest barrier, as long as it of the proper material and not too thick.
+
==== Tide Tow ====
You can also use this as a sledgehammer to smash other things, and ads a fine, potent sledgehammer in combat.
+
Silent evaporation.
  
'''Disintegrate:'''
+
This is Tide Tear, except that wrecking things is now silent.
''Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
+
Gets rid of evidence, as long as that evidence is mainly liquid.
  
The real difference here is that wrecking things is now silent when you have the right power.
+
==== Tide Tsunami ====
You also leave less traces, as what you wreck disappears.
+
Area destruction.
This can also be used to get rid of evidence, as long as that evidence matches your power.
 
  
'''Obliterate:'''
+
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 smash, but over a large area. This can level a city block, empty a canal system of water, raze a city wall, and similar massive destruction.
+
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.
  
Rather straightforward, this just scales things up.
+
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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.
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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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