Water (Power)

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

Roiling Waters

 * Type: passive


 * Prerequisite(s): 0 SP


 * Allows for 2 reactions per round. Gain 1 additional AP per round.

- Received upon selecting this power.

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.

Surface Tension

 * Type: reaction


 * Prerequisite(s): 2 SP


 * Burn 1 supply, target ally within 30 ft. of you; increase 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 3 supply; make a chain check. On a success, deal your atk. die to all enemies.

Whirlpool

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply, choose a square; make an attack roll against each enemy within 30 ft. 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.

Ferry

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 2 supply; choose a direction. Create a 15 ft. wide 50 ft. long line of water in that direction. Moving in that direction on these squares treats those squares as 2.5 ft., whereas moving in the other direction towards the origin treats those squares as 10 ft. Crossing the line shifts the movement by 5 ft. in the chosen direction per 15 ft. traveled.

- The direction must be a cardinal or ordinal direction.

Spring

 * Type: special 2


 * Prerequisite(s): 2 SP


 * Burn 1 supply, choose a square; a 30 ft. jet of water erupts from that square. Movement through that square pauses the movement, and propels the person into the air 30 ft. That person 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 person in the jet is lowered safely.

Shoal

 * Type: special 2


 * Prerequisite(s): 3 SP


 * Burn 1 supply, choose up to 6 squares; until the end of your second round after you activated this ability, movement through those squares is treated as 10 ft., and moving through those squares deal 1d6 damage to that person.

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

Dark Depths

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 2 supply, choose up to 8 squares within sight; until the end of your second round after you activated this ability, people may move through these squares and appear at any other chosen square at the cost of 10 ft of movement. Enemies may do so at an additional cost of 1 supply.