Water (Power)

'''Atk. die': 1d8+VIT (phys. ranged)''

Roiling Waters

 * Type: passive


 * Prerequisite(s): 5 SP


 * Allows for 2 reactions per round. Modifies your maximum AP by +1.

Received upon selecting this power.

Dewdrop

 * Type: standard


 * Prerequisite(s): 2 SP


 * Regain 2 supply, but modify the amount of AP you regain on your next turn by -1.

Surface Tension

 * Type: reaction


 * Prerequisite(s): 2 SP


 * Burn 1 supply, target ally within range 6 of you; modify that target’s defense by +1.

This reaction can be used multiple times per round.

Tidal Wave

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 2 supply; make a chain check. On a success, deal your atk. die to all enemies.

Waterskin

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 1 supply, target ally within range 6 of you; deflect the next time that ally would take damage.

Whirlpool

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply, choose a square; make an attack roll against each enemy within range 3 of the chosen square. For each successful attack roll, deal your atk. die to that enemy, then they move to the closest available square to the chosen square.

Dark Depths

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 2 supply, choose up to 8 squares within sight; until the end of the second round after you activated this ability, all characters may move through these squares and appear at any other of the chosen squares at the cost of 2 squares of movement. Enemies may do so at an additional cost of 1 supply.

The duration does not include this round, so the next round is the first round for this duration, and then the next round after that is the second round for this duration.

Ferry

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply; choose a direction. Create a 2 square wide, 6 square long line of water in that direction. Moving in that direction on these squares treats those squares as 1/2 a square, whereas moving in the other direction towards the origin treats those squares as 2 squares (i.e. moving with it doubles your speed and moving against it halves your speed).

The direction must be a cardinal or ordinal direction.

Resurgence

 * Type: passive


 * Prerequisite(s): 4 SP


 * When you use a reaction, modify your C:BR by +2:+0 until the end of the next round.

Occurs after the reaction is resolved.

Shoal

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 1 supply, choose up to 6 squares; until the end of the second round after you activated this ability, movement through those squares is treated as 2 squares, and moving through those squares deal 1d6 damage to that character.

Choosing squares is part of the cost, and can be discerned by others.

Spring

 * Type: special 2


 * Prerequisite(s): 2 SP


 * Burn 1 supply, choose a square; a 5 square tall jet of water erupts from that square. Movement through that square pauses the movement, and propels the character into the air 5 squares. That character may continue their movement if desired, but they are considered in the air. While remaining in the square of the jet, they do not fall at the start of their turn. This jet ends at the start of your next round and any character in the jet is lowered safely.