Water Powers (FiD)

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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.