From a young age, you realized you had the hydrokinetic ability to move water with your mind and change your own body into water. Perhaps you are an echryni or simply a gifted human, but you have the ability to manipulate water to your will. With effort, you can even change your own body into liquid water.
Water is the element of change and, as its wielder, you are both fluid and graceful. You probably favor loose clothing that moves easily and you likely wear various shades of blue or green.
Nano and Jacks are most likely to become water, but the occasional glaive might also make use the this focus.
GM Intrusion: You unintentionally cause water from the air to condense around you causing an electrical device to malfunction.
Pick a PC:
- This character suffers from aquaphobia, an irrational fear of water and downing. Decide if this phobia is only applied to large bodies of water or if the fear extends to even more irrational situations like a small bath tube filled with water. They likely fear your abilities.
- This character has a strange effect on your abilities. When he is next to you, your powers do not work as well; other times, they work better than normal.
- Additional Equipment:
You have an oddity that can store up to 50 gallons of water in a space no larger than a tennis ball (about the amount of water needed to fill a bathtub). You likely use this to store water to power your abilities in case you find yourself far from a large body of water.
- Esotery Effects:
Aquatic Esoteries: All your esoteries have a visual effect that resembles water or ice. Your resonance field, for example, might look like a ring of water which surrounds you. Your onslaught might look like ice shard flying at your opponent. Your Stasis might be an ice prison or bubble of liquid water that immobilizes the target.
In addition, you can swap out one of the esoteries you learned for the following.
Create Water (2 Intellect points): You cause water to bubble up from a spot on the ground you can see. The water flows from that spot covering an immediate area with an inch of water. This action takes one round. The range of the area affected can be increased by one step for each point of effort spent.
- Minor Effect Suggestions:
- You flow as water around the battlefield; you can take an extra movement this turn
- Major Effect Suggestions:
- You move so swiftly and effortlessly around the battlefield that the difficulty of your next attack against a foe is decreased by two steps.
- Tier 1:
Hydokinesis (1 Intellect point): You can manipulate water into a tendril within short range for one round. Once activated, your water tendril has an effective Might Pool of 10, a Might Edge of 1, and an Effort of 2 (approximately equal to the strength of a fit, capable, adult human), and you can use it to move objects, push against objects, and so on. For example, in your round, you could lift and pull a light object anywhere within range to yourself or move a heavy object (like a piece of furniture) about 10 feet (3 m). This power lacks the fine control to wield a weapon or move objects with much speed, so in most situations, it’s not a means of attack. Action.
- Tier 2:
Fluidity (2 Speed points): You can change your body into water so that attacks pass through you harmlessly. For the next ten minutes, reduce the difficulty of all your Speed defensive tasks by one step, but during this time you lose any benefit from armor you wear. Action to initiate.
- Tier 3:
Water Whip (3 Intellect points): You can manipulate water into an effective weapon. Attack a target at short range with a whip of water that inflicts 4 damage.
The Cold Never Bothered Me Anyway (3 Intellect points): You can cause any liquid water you can see to freeze and any frozen water to melt. Liquid tendrils wrapped around a target can be frozen to pin them in place. An area of ground covered in water can be frozen to make a slippery surface that is difficult to run across. A wet target can be chilled or frozen, hindering its movement and increasing the difficulty of its next action.
- Tier 4:
Enhanced Fluidity: You not only liquefy a part of your body to allow the attack to pass through, but instead disperse in a thick mist only to reappear to launch your own attack. Your fluidity not only allows you to evade attacks but also launch them. Your fluidity state now decreases the difficulty of attack rolls also. Enabler.
- Tier 5:
Move as Water (5 Speed points): You can merge your body into any pool of water and reappear in any location within long range which is connected to that body of water, allowing you to attack your opponent from behind this turn. Inflict an extra 2 points of damage. Remaining physically merged with water costs 2 intellect per turn. While merged with water you are immune to physical attacks but can still take damage from heat attacks, energy attacks, electrical attacks, and cold attacks.
- Tier 6:
Blood Mannequin (6 Intellect points): You can manipulate the water in living beings allowing you control their actions. This effect last for 10 minutes. The target must be level 3 or lower. Instead of applying effort to decrease the difficulty, you can apply effort to increase the maximum level of the target. The target is always aware that their physical actions are being controlled. The target may still be capable of activating esoteries or abilities that do not require physical movement but suffers from increased difficulty to effectively target individuals with them (therefore reducing the difficulty of speed defense rolls made against the target of blood mannequin).