You have been given—or you’ve seized for yourself—a growing mastery over the waters of the world. That mastery isn’t absolute, but it does allow you to shape water, thrive within its cool and nourishing grasp, and speak with the denizens of the deep as a potential ally. Whether they will one day truly look upon you as the ruler of the sea depends on how you comport yourself as you gain power to yourself, and whether or not someone else already claims that title.
You probably wear tight-fitting clothing that allows you to move quickly through the water. Your garments might be blue or green, perhaps with a crashing wave motif. Connection: Choose one of the following. 1. Pick one other PC. This character has been your friend for a long time, and you have learned how to confer your power to breathe underwater while they are next to you. 4. Pick one other PC. You tricked them
into thinking that you are someone that you’re not, and now it’s been so long, you’re not sure if you should reveal the truth.
Additional Equipment: A disguise of your choice.
Minor Effect Suggestion: Your foe loses track of you and moves just out of immediate range before realizing their error.
Major Effect Suggestion: Your foe is confused by your antics. On its next turn, it attacks one of its allies instead of you, before realizing the truth.
Tier 1: Legerdemain (1 Speed point). You can perform small but seemingly impossible tricks. For example, you can make a small object in your hands disappear and move into a desired spot within reach (like your pocket). You can make someone believe that they have something in their possession that they do not (or vice versa). You can switch similar objects right in front of someone’s eyes. Action.
Opportunist. You have an asset when you attack a creature that has already been attacked at some point during the round and is within immediate range. Enabler. Tier 2: Impersonate (2 Intellect points). You alter your voice, posture, and mannerisms, whip together a disguise, and have an asset on an attempt to impersonate someone else, whether it is a specific individual (Yanir of the city watch) or a general role (a city watch person). Action to initiate.
Wit or Menace. Choose whether you’re trained in pleasant social interactions (including persuasion) or negative social interactions (including coercion and intimidation).
Tier 3: Poke and Run (3 Speed points). When you attack a creature that has eyes, the difficulty of the attack is increased by one step. If you hit, the creature has trouble seeing for the next hour, and you can move or attempt to hide as part of the same action. Tasks the creature performs that rely on sight are modified by one step to its detriment during this period. Action. Tier 4: Calm (3 Intellect points). Through jokes, song, or other art, you prevent a foe from attacking anyone or anything for one round. Action.
Rules The Sea GM Intrusions: A denizen of the sea takes offense. No open water is to be found. Water becomes polluted from unrelenting waste.
Additional Equipment: You have a bag of seashells and a metallic pendant shaped like an octopus, a trident, a nautilus shell, a wave, or some other iconography that suggests the sea.
Water Abilities: If you wield powers that would normally use force or other energy, they use water instead. For example, a blast of energy might create a wave of water that crashes down on your target.
Also, if you wish, you can swap an ability gained from your type for the following.
Create Water (2 Intellect points). You cause water to bubble up from a spot on the ground you can see. The water flows from that spot for one minute, creating about 1 gallon (4 liters) by the time it stops.
Minor Effect Suggestion: You can take an extra action. You may use this action only to move or perform a movement-related activity.
Major Effect Suggestion: The difficulty of any Speed defense action you take before the end of the next round is reduced by one step.
Tier 1: Strength of the Sea. You gain 3 new points to divide among your stat Pools however you wish. If you’re away from open water for longer than one day, these points fade. They return within two rounds of you fully submerging yourself in water. Enabler. Water Adapted. You can see, breathe, and survive underwater even at great depths, and are trained in swimming tasks. Enabler.
Knowledge of the Sea. You are trained at tasks to identify aquatic creatures and geography. Enabler.
Tier 2: Sea Talk (2+ Intellect points). You can convey a basic concept or ask a simple question to a creature that lives underwater and cannot speak or understand speech, and the creature can provide you with a basic answer. If you apply a level of Effort and succeed on an interaction task, the affected creature performs a favor for you, though usually will refuse one that risks its life. Action.
Tier 3: Power of the Sea. You gain 3 new points to divide among your stat Pools however you wish and +1 to your Speed Edge. If you’re away from open water for longer than one day, these points and the extra Edge fade. They return within two 2. Pick two other PCs. You know about
an important connection between them that even they don’t know about that is somehow related to the sea or other deep waters.
3. Pick one other PC. That character knows a secret about your past that is tied to your ability to manipulate water and talk with denizens of the sea. That character hasn’t yet shared the secret, and it’s up to them whether they ever will.
4. Pick one other PC. The first time you met that character was when they and a friend were drowning in some kind of accident. You saved the PC but failed to save the friend.
wall of water (a tsunami) by applying levels of Effort. Each level of Effort you apply when you create the water wall gives it the impetus to move a short distance before collapsing. If you apply multiple levels of Effort, the tsunami sweeps forward a short distance each round, before finally collapsing. Creatures caught up in the moving wave must succeed on a Speed defense task or take 8 points of damage. Action to create.