Water Projection
You channel the raw elemental power of water.
Basic Water Projection: Your abilities are infused with liquids drawn from the environment, to include water vapor.
Enhancements
Neptune’s Blessing: You can breathe underwater. It doesn’t matter if it’s fresh or salt water, you can’t drown in water—other liquids, yes; just not water.
Steambath: You can flood the zone with a mist thick enough that it provides a Fair (+2) obstacle to fires. The vapors or so thick that it can be hard to breathe and obscure vision.
Dehydrate: You not only have the ability to flood an area with moisture, you also have the ability to dry it out as well. You can make an area uncomfortably dry, causing all the moisture to disperse from the zone and requiring a Physique roll against an Average (+1) obstacle from taking a point of physical stress.
Common Power Synergies
Energy Blast: You attack with the force of a water cannon or have a whip-like attack made of water.
Wall-Crawling: You can adhere to just about any surface because what holds you to walls and ceilings actually takes advantage of surface tension and a sticky substance you ooze that ensures you won’t slip.
Improved Special Effect
Desiccate: You can do more than just draw moisture out of the air, you can use it to dry out objects as well. You make a Fight roll against an opponent with a Fair (+2) obstacle to create a mild consequence representing dehydration.
Drawbacks
- Channeling water does have a price. In your case, You Leave a Trail of Water.
- You spend too much time in contact with water for your own good. You Dry Out Without Water after a few hours.
- You’re always covered in a thin layer of water. It’s not something you choose, but it does Make Everything You Touch Wet.
Collateral Damage Effects
Title Wave: You can throw around a lot of water in almost no time. You can target a zone up to one zone away from you. Anyone caught in the deluge is under threat of being crushed by the debris threatening to pin and drown them. Nameless NPCs are killed, while named NPCs and PCs make a Physique roll against a Fair (+2) obstacle to avoid taking a moderate physical consequence from either being crushed by the debris or nearly drowning. The zone is left a wet wasteland after the wave courses through.