Difference between revisions of "Water Powers (FiD)"

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{{FiD}}
 
{{FiD}}
 
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
 
[[Powers_(FiD)#Common_Power_Effects|Main Page is Powers]]
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Water is the element of life, spirituality, and endless flowing cycles.
  
=== Animal Power Effects ===
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Water is matter in a liquid state and fluidity in general.
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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.
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Liquids often enable other elements to function, making earth fertile, filling the air with clouds and vapors, and either fueling or putting out fire.
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It is linked to the spiritual and nurturing side of life, and often considered a female element.
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Water powers often have subtle or indirect effects.
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Water attacks can smash, drown, or be a corroding acid.
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=== Water Power Effects ===
 
{| class="wikitable"  
 
{| class="wikitable"  
|align="center" width="100" |   '''Action''' ||align="center" width="20%" | '''Free''' ||align="center" with=20% | '''Equipment''' ||align="center" with=20% | '''Willpower''' ||align="center" with=20% |   '''Trauma'''  
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|align="center" | '''Action'''  
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|align="center" | '''Basic'''   <br> No minimum    <br>  3 Stress
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|align="center" | '''Advanced''' <br> Minimum 2 Dice <br>  5 Stress
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|align="center" | '''Master'''   <br> Minimum 4 Dice <br>  7 Stress
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|align="center" | '''Apex'''     <br> Minimum 6 Dice <br> 13 Stress
 
|-
 
|-
|align="left" valign="top" | '''Attune'''
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|align="left" valign="top" | '''Attune'''
|valign="top"| '''Perceive''' <br> You can detect creatures and power use tied to your power.
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|valign="top"| '''Wave Watch'''     <br> You can detect water creatures and powers.  
|valign="top"| '''Dismiss''' <br> 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.  
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|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"| '''Summon''' <br> 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 a score in itself.
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|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.
|valign="top"| '''Gate''' <br> You can create a portal that allows travel to and from the plane of your power for a limited time.  
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|valign="top"| '''Deluge Doorway''' <br> You can create a portal that allows travel to and from the plane of water for a limited time.  
 
 
 
|-
 
|-
|align="left" valign="top" | '''Command'''
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|align="left" valign="top" | '''Command'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures based on your power even if normally couldn't, allowing you to use the command action normally on them.  
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|valign="top"| '''Aquatic Orders''' <br> You can use the command action on water creatures even if they normally couldn't understand you.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Hydrolexicon'''   <br> You and allies can communicate with water creatures.
|valign="top"| '''Authority''' <br> 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.  
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|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.  
|valign="top"| '''Enslave ''' <br> 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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Consort'''
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|align="left" valign="top" | '''Consort'''  
|valign="top"| '''Mask''' <br> You can change your clothes and accessories by imbuing them with your power. This can mask your identity or create fabulous outfits.  
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|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.
|valign="top"| '''Shapechange''' <br> You assume the form of another creature that manifests your power. Add or subtract 1d to pairs of actions depending on your new shape, or even more if other player's agree.
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|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.
|valign="top"| '''Transform''' <br> You can shapechange a willing or helpless creatures 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.
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|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.
|valign="top"| '''Wild Hunt''' <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"| '''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.
 
|-
 
|-
|align="left" valign="top" | '''Finesse'''
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|align="left" valign="top" | '''Finesse'''  
|valign="top"| '''Ride''' <br> 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.  
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|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.  
|valign="top"| '''Fine Local Control''' <br> 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.
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|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.
|valign="top"| '''Manipulate''' <br> 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.
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|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"| '''Surge''' <br> 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.  
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|valign="top"| '''Fluid Frenzy'''     <br> Your power manifests in a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon.  
 
|-
 
|-
|align="left" valign="top" | '''Hunt'''
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|align="left" valign="top" | '''Hunt'''  
|valign="top"| '''Track''' <br> You can track and pursue based on your power, even if the target does not leave any mundane trail or clues. You can hide in areas where your power is manifest in the environment.
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|valign="top"| '''Hydro Hunt'''     <br> You can track and pursue in water, even if the target does not leave any mundane trail or clues.
|valign="top"| '''Fine Ranged Attack''' <br> You can use your power to attack, similar in effect to a fine and potent rifle.
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|valign="top"| '''Ripple Rifle'''   <br> You can use water to attack, similar in effect to a fine and potent rifle.
|valign="top"| '''Area attack''' <br> 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.
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|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.
|valign="top"| '''Barrage''' <br> 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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Prowl'''
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|align="left" valign="top" | '''Prowl'''  
|valign="top"| '''Reconnaissance''' <br> 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.
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|valign="top"| '''Liquid Lurking''' <br> In water you can be invisible when still but appear as froth and turbulence when active.  
|valign="top"| '''Maneuver''' <br> 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.  
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|valign="top"| '''Aqua Agility''' <br> You can move on and through water at run speed.  
|valign="top"| '''Travel''' <br> You can bring allies along when you use Reconnaissance and Maneuver.
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|valign="top"| '''Aqua Adventure''' <br> You can bring allies along when you use Liquid Lurking and Aqua Agility.
|valign="top"| '''Transport''' <br> 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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Skirmish'''
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|align="left" valign="top" | '''Skirmish'''  
|valign="top"| '''Skirmish Attack''' <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"| '''Liquid Lash''' <br> You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.  
|valign="top"| '''Fine Skirmish Attack''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
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|valign="top"| '''Aqua Assault''' <br> Same as Skirmish Attack, except the weapon is fine and potent.
|valign="top"| '''Obstruction''' <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"| '''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.
|valign="top"| '''Flurry''' <br> Your power strikes out in all directions, attacking all enemies in a wide area.
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|valign="top"| '''Ripple Rampage''' <br> Your power strikes out in all directions, attacking all enemies in the area.  
 
|-
 
|-
|align="left" valign="top" | '''Study'''
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|align="left" valign="top" | '''Study'''  
|valign="top"| '''Analyze''' <br> You can identify objects and creatures that manifest your power and see the use of the abilities of your power.  
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|valign="top"| '''Liquid Lore'''       <br> You can identify liquids, water creatures, and water powers.  
|valign="top"| '''Research''' <br> You know the powers and abilities of something you analyze.
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|valign="top"| '''Aquatic Appraisal''' <br> You know the powers and abilities of something you analyze.
|valign="top"| '''Hindsight''' <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.
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|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"| '''Omniscience''' <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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Survey'''
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|align="left" valign="top" | '''Survey'''  
|valign="top"| '''Detect''' <br> 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 suffers.
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|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"| '''Sensor''' <br> 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.
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|valign="top"| '''Sensory Stream'''   <br> Choose a liquid that you know of; you can perceive as if you were at that spot.
|valign="top"| '''Scry''' <br> Choose a location or creature. You gain a sensor at the nearest suitable object, which is often close enough to perceive the target.
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|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.
|valign="top"| '''Omnipresence''' <br> 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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Sway'''
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|align="left" valign="top" | '''Sway'''  
|valign="top"| '''Communicate''' <br> You can communicate with creatures linked to your power even if normally couldn't, allowing you to use the sway action normally on them.  
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|valign="top"| '''Empathic Embrace''' <br> You can understand water creatures and get a general sense of their motivations.  
|valign="top"| '''Translate''' <br> You and allies can communicate with creatures based on your power.
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|valign="top"| '''Fluid Friendship''' <br> You and allies can communicate with water creatures. You can make folk more caring and spiritual
|valign="top"| '''Mesmerize''' <br> 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.
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|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.
|valign="top"| '''Inculcate'''   <br> You change the personality and motivations of creatures that manifest your power. This power is permanent, but blatant. The target remember their past, but regard it as unimportant compared to their new motivations.
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|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.  
 
|-
 
|-
|align="left" valign="top" | '''Tinker'''
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|align="left" valign="top" | '''Tinker'''  
|valign="top"| '''Handle''' <br> You can handle materials that manifest your power as if you had the appropriate tools and protective devices.
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|valign="top"| '''Fluid Finesse'''     <br> You can handle liquids as if you had the appropriate tools and protective devices.
|valign="top"| '''Shape''' <br> 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.  
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|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"| '''Create''' <br> 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.
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|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"| '''Fabricate'''   <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.
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|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.
 
|-
 
|-
|align="left" valign="top" | '''Wreck'''
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|align="left" valign="top" | '''Wreck'''  
|valign="top"| '''Jimmy''' <br> You can jimmy objects manifesting your power much like a sledgehammer. Noisy and leaves a twisted object in place.  
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|valign="top"| '''Hydro Havoc'''       <br> You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place.  
|valign="top"| '''Smash''' <br> 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.
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|valign="top"| '''Hydro Haze'''         <br> You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.
|valign="top"| '''Disintegrate''' <br> Similar to smash, but destroyed targets silently disappear or are reduced to a fine dust.
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|valign="top"| '''Aqua Annihilation''' <br> Similar to Hydro Haze, but destroyed targets silently disappear.
|valign="top"| '''Obliterate''' <br> 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.
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|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.  
 
|}
 
|}

Revision as of 00:18, 24 March 2024

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Main Page is 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. 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, or be a corroding acid.

Water Power Effects

Action Basic
No minimum
3 Stress
Advanced
Minimum 2 Dice
5 Stress
Master
Minimum 4 Dice
7 Stress
Apex
Minimum 6 Dice
13 Stress
Attune Wave Watch
You can detect water creatures and powers.
Hydro Halt
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 Stream
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.
Deluge Doorway
You can create a portal that allows travel to and from the plane of water for a limited time.
Command Aquatic Orders
You can use the command action on water creatures even if they normally couldn't understand you.
Hydrolexicon
You and allies can communicate with water creatures.
Hydro Hegemony
You can give commands to water creatures, as if you were their superior. This does not remove existing loyalties, which can lead to conflicts.
Tide Tyranny
You can permanently bind water creatures to service. They will stay in one location and act according to your instructions, very literal-minded goons.
Consort Aquatic Attire
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.
Fluid Form
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.
Aquatic Evolution
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.
Hydro Horde
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 Ripple 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.
Liquid Lance
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.
Fluid Flexibility
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.
Fluid Frenzy
Your power manifests in a torrent, suppressing the effect of multiple opponents and acting as a fine potent weapon.
Hunt Hydro Hunt
You can track and pursue in water, even if the target does not leave any mundane trail or clues.
Ripple Rifle
You can use water to attack, similar in effect to a fine and potent rifle.
Splash Squall
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.
Aqua Artillery
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.
Prowl Liquid Lurking
In water you can be invisible when still but appear as froth and turbulence when active.
Aqua Agility
You can move on and through water at run speed.
Aqua Adventure
You can bring allies along when you use Liquid Lurking and Aqua Agility.
Ripple Rift
You and allies can teleport from one body of water to another. This is regional travel, you stay within the same city or region.
Skirmish Liquid Lash
You can use the power as a close-range attack, similar in effect to a melee weapon or pistol.
Aqua Assault
Same as Skirmish Attack, except the weapon is fine and potent.
Liquid Lockdown
Your power creates distractions and obstructions that prevents the enemy from benefiting from numbers and otherwise works as a fine potent weapon.
Ripple Rampage
Your power strikes out in all directions, attacking all enemies in the area.
Study Liquid Lore
You can identify liquids, water creatures, and water powers.
Aquatic Appraisal
You know the powers and abilities of something you analyze.
Fluid Flashback
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.
Hydro Horizon
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 Aquatic Awareness
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.
Sensory Stream
Choose a liquid that you know of; you can perceive as if you were at that spot.
Witness Wave
Choose a location or creature. You gain a sensor at the nearest liquid, which is often close enough to perceive the target.
Tide Totality
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 Empathic Embrace
You can understand water creatures and get a general sense of their motivations.
Fluid Friendship
You and allies can communicate with water creatures. You can make folk more caring and spiritual
Hydro Hypnotism
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.
Ripple Remolding
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 Fluid Finesse
You can handle liquids as if you had the appropriate tools and protective devices.
Aquatic Artistry
You can shape liquids as if it were of clay, and they will retain their new shape for some time.
Aqua Alchemy
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.
Aqua Architecture
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 Hydro Havoc
You can pollute liquids and strike with a watery sledgehammer. Noisy and leaves a twisted object in place.
Hydro Haze
You can evaporate liquids, strike as a fine potent sledgehammer made of water, or slice as a watery saw.
Aqua Annihilation
Similar to Hydro Haze, but destroyed targets silently disappear.
Aquatic Armageddon
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.