Water Powers (FiD)

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

Water attacks can smash, drown, or be a corroding acid.

Water Power Effects

Action Free Equipment Willpower Trauma
Attune Perceive
You can detect water creatures and powers. Water elementals appear as waves or as humanoids made of water, often feminine in form. In water they are invisible when still but appear as froth and turbulence when active. Water creatures are aquatic animals and aquatic variants of land-living creatures such as hippocampi, horses with fish tails.
Dismiss
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.
Summon
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.
Gate
You can create a portal that allows travel to and from the plane of water for a limited time.
Command Communicate
You can communicate with water creatures even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with water creatures.
Authority
You can give commands to water creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Enslave
You can permanently bind water creatures to service. Unless affected by other powers, they will stay in one location and act according to your instructions, like very loyal and literal-minded goons.
Consort Mask
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.
Shapechange
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.
Transform
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.
Wild Hunt
You can transform a large number of willing or non-sentient creatures and give them a simple instruction, typically someone for them to hunt.
Finesse Ride
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.
Fine Local Control
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.
Manipulate
You can do fine manipulation of water, 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 there is water nearby.
Surge
Your power manifests like a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Track
You can track and pursue in water, even if the target does not leave any mundane trail or clues. You can hide in water.
Fine Ranged Attack
You can use your power to attack, similar in effect to a fine and potent rifle.
Area attack
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.
Barrage
You call down the equivalent of a fine potent artillery barrage, attacking everything and everyone in a wide area. Depending on your power, this can raze buildings and create rubble. Usually enough to provide cover for any escape.
Prowl Reconnaissance
In water you can be invisible when still but appear as froth and turbulence when active.
Maneuver
You can move on and through water at high speed.
Travel
You can bring allies along when you use Reconnaissance and Maneuver.
Transport
You and allies can teleport from one body of water 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.
Skirmish Skirmish Attack
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Fine Skirmish Attack
Same as Skirmish Attack, except the weapon is fine and potent.
Obstruction
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Flurry
Your power strikes out in all directions, attacking all enemies in a wide area.
Study Analyze
You can identify liquids and water creatures of water and see the use of water power abilities.
Research
You know the powers and abilities of something you analyze.
Hindsight
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.
Omniscience
You research everything in a wide area. This is easy to do where you are, more difficult at range. You can then use hindsight on some of these targets.
Survey Detect
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.
Sensor
Choose an liquid 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
Choose a location or creature. You gain a sensor at the nearest liquid, which is often close enough to perceive the target.
Omnipresence
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.
Sway Communicate
You can communicate with water creatures even if normally couldn't, allowing you to use the command action normally on them.
Translate
You and allies can communicate with water creatures. You can make folk more caring and spiritual
Mesmerize
You can post suggestions in the mind of water creatures, 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.
Inculcate
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.
Tinker Handle
You can handle liquids as if you had the appropriate tools and protective devices.
Shape
You can shape liquids as if it were of clay, and it will retain their new shape for some time.
Create
You can create liquids out of nothing, or transform a liquid into another or into matter governed by another power. This can create complex tools, such as fine and potent items appropriate to the power(s) used.
Fabricate
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.
Wreck Jimmy
You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place.
Smash
Similar to jimmy. You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.
Disintegrate
Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
Obliterate
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.