Aquamancy

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Aquamancy (Current rating x6)

(oceanography may be rolled in place of science)

1) Quick Swimming Currents and wakes push and pull the aquamancer through bodies of water as he swims.

System: You swim through water at gnosis x 5 miles per hour. Passive, always active.

2) Solid Water Water presses against the aquamancer in only the ways he desires, allowing him to perform impossible feats.

System: The aquamancer may walk on water or climb up waterfalls or streams without penalty. The aquamancer may grab and grapple water as well. By spending a gnosis, the aquamancer may ignore currents or other water effects (such as overtow) for the scene.

3) Overtow The aquamancer may extend a water pseudopod from any body of water as though it were his own hand and grasp foes to drag them under.

System: Spend a gnosis and roll wits + science (difficulty 12- path rating). Success allows the caster to extend a large tendril of water. Reach is successes x 10 yards and the strength and dexterity of the tendril is equal to successes (but may be limited by the size of the body of water). The tentacle may grapple or bash opponents, and has the brawl skill of the wielder. If the aquamancer is in the body of water being affected, this roll is at -3 difficulty. Otherwise it has a range of gnosis x 5 feet.

4) Boil With a glance or a touch the aquamancer may bring bodies of water to a boil, scalding those that they touch.

System: Spend a gnosis and roll wits plus science, difficulty 8 (-2 difficulty if touching body of water). Successes x 30 cubic meters of water begin boiling. This either lasts for successes turns (after which time the water must naturally cool) or, if the body of water is larger than the area affected, two rounds.

Damage from boiling water is equal to exposure: 1 damage for partial exposure, 2 damage for large exposure, 3 damage for full exposure. Aggravated damage, difficulty to soak is 7.

Someone who has taken 4 damage from boiling water will need skin grafts or they will continue to degenerate.

5) Innundate Summons the moisture from the air to surround and imprison a foe.

System: Spend a gnosis and roll wits plus science, difficulty 6. Water encases target foe for successes turns, depriving them of air, ability to move effectivly, and decreasing their ability to use weapons or dodge. (guns are usually rendered ineffective after this.)