Transmute Water (Action Powers)

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Main article: Powers (Action)

Analyze Water

Basic Action

You can analyze the properties of any liquid within reach, even if it is inside a container or otherwise separated from you. You learn the exact composition and properties of the liquid and whether it has been affected by any powers recently.

Finally, you can use this to gain perfect understanding of currents and other aquatic phenomena.

Armor Breaker


All your attacks are inherently armor breaking. An attack that already has this ability does not further improve. Armor Breaker attacks gain the following quality: "Your attack breaks armor. If you inflict a Hit on an opponent whose Toughness is greater than his Body, reduce his Toughness by one for the rest of the scene, but never to a value lower than his Body.".

Craft Liquid

Basic Action

You can create small amounts of exotic liquids with powerful effects. Examples include rocket fuel, nitroglycerine, superglue, strong acids, universal solvent and so on. The difficulty ranges from 10 for basic substances to 12 for complex compounds, 14 for custom-made specials and 16 or higher for futuristic or experimental substances. Having a sample to reproduce reduces the difficulty by 2. You create about a liquid ounce (30 ml) of liquid as a basic action, meaning you can create a liter of liquid in 30 seconds and a gallon in 3 minutes. If you collect a lot of the liquid for use all at once, make only one Create check for the whole batch. Mostly, this is used to solve immediate problems; creating an acid to break a lock or steel bar, creating a lubricant to allow you to move something heavy and so on. Used this way, craft liquid can replace other Create schticks and the lack of tools, as long as it makes some kind of sense. You can also make exotic medicines, drugs, and such to order, but this requires the Know skill (yours or someone else's) to administer properly - Craft Liquid replaces drugs and medicines, not medical skill.


Basic Action

Create a cloud of fog with a diameter equal to your Create roll in meters. Within this area, you can shape the fog cloud as you like. The change is instantaneous and normally lasts for one scene; drafts and wind can disperse the cloud in a round.

The fog is opaque but not transparent; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. There are schticks and powers that allows sight trough obscurement; these work normally in the area.

Wall of Water

Basic Action

You create a mass of churning water in a cube with a side of up to three meters. Several such masses can be created next to each other in order to form a wall.

Ranged attacks cannot penetrate the sides of the wall. Any action or stunt trying to act trough the churning waters has a minimum difficulty equal to your Create. Moving trough the water requires a Swim check against your Create. You can designate up to your Mind creatures that can move trough the wall without having to roll.

The water wall lasts for a scene, or you can dispel any number of water walls you've created as a Basic Action. The water in the wall disappears when the power ends; it can't be used as a source of sustenance.

Water Mastery

Limit Break

You can manipulate large amounts of water or other liquid. The difficulty depends on the Body corresponding to the Mass you can manipulate. One cubic meter of water corresponds to Body 15. If all you want to do is move water around, the limit is set by your Create roll + Mind. For other manipulations or other liquids, the limit is your Create.

With this you can move the liquid as you wish, with a Move equal to your Mind. If used to attack it does Blunt Stun damage equal to your Mind, attacking with your Create. A target hit this way also loses a shot, and you can do various stunts this way.

Thew power lasts for a scene. Certain uses of the power can be made permanent, creating new streams, fountains etc at the GMs discretion. Duplicating Item sticks this way costs xp if they are to last.

Water to Wine

Basic Action or Limit Break

This is a Transmutation power. If you have several Transmutation powers, you can transform things between the substances you have powers for. The difficulty is the Body/Mass of the object, or the Dodge of the wearer. Repairing objects has half the difficulty of creating them or the Create of the maker for very complex items. If you use a Basic Action the duration is one scene, after which the material will return to its natural shape. If you use a Limit Break to create items, they are permanent, but volatile substances and those that qualify as Items deteriorate at the end of a session unless paid for. Besides practical uses, this allows you to ignore the Resources column when Tinkering with this substance. This is also useful for breaking and damaging appropriate objects. You can do Demolish stunts against such objects as a Basic Action.