Swimming
In water, you are a match for most aquatic life.
Basic Swimming: You travel through water as easily as a fish. Choose either Athletics or Physique. You are either fast or have inordinate endurance, gaining a +2 to that skill when swimming. You also have the buoyancy of a ship, meaning you are not at risk of sinking.
Enhancements
Master Swimming: You are a proficient swimmer. Gain an additional +2 to checks for swimming.
Cross-trained: You have endurance and speed, making you one of the most fearsome foe the aquatic world has ever seen.
Water like Air: You are able to move through water like it was air, allowing you to Fight without the water serving as an obstacle.
Sense Currents: There are rivers in the ocean and you can feel them tugging you. You know if you’re drifting and you gain a +2 to Notice rolls when looking for currents.
Common Power Synergies
Creature Summoning: You are able to call aquatic creatures to your aid.
Sonic Manipulation: You are able to use and disrupt sonar.
Drawbacks
- You’ve spent so much time in the water that you Forget Your Center of Gravity and sometimes get thrown off balance.
- Spending too much time in the water does have its own share of maladies. Unfortunately for you, that means Swimmer’s Ear.
- Water allows movement in virtually any direction, a freedom you’ve come to enjoy. Spending time on land means your Movement Feels Confined.
Collateral Damage Effects
Dead Wake: Sometimes you need to be somewhere in a hurry. This is good for you, but bad for anything in the zone you’re leaving. The water gets so churned that anything in the zone starts to drown. Nameless NPCs are killed, while named NPCs and PCs make an Athletics roll against a Fair (+2) obstacle or suffer a moderate physical consequence from nearly drowning.
Sneaker Wave: If you are unconcerned with the wide scale damage you can cause, you can effectively take out an adjacent zone by generating so much force from swimming that it throws a wall of water at the targeted zone. The water destroys structures and can crush characters in a mix of water and debris. Nameless NPCs are killed, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle to avoid suffering a moderate physical condition from being battered by the onslaught.