CONTROL WATER

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WATER

●● -- POWER TITLE

Dice Pool: Dexterity + Craft

Cost: Expend 1 Divinity

Description: For a number of actions equal to the successes on
the activation roll, the Avatar can exert limited physical
control of any water that is touching her. She can remotely
manipulate a hand-held object she can see in the water with
her full dice pool, although she can take no other physical
actions at the same time. She can stiffen the water beneath
her feet in order to walk on its surface. She can even have
the water push her along from all sides, allowing her to
take a full Move action while swimming, rather than half
(see p. 180 in Chapter Six). Alternatively, moving through
the water thus could increase her Dodge DV by an amount
equal to her Divinity as long as she does nothing but dodge
incoming attacks. This Power also allows such random
tricks as having the Avatar instantly dry off by flinging all
water off her body or creating a water bridge so an aquatic
creature can swim from one container to another.

This Power works only on liquid water, and a Avatar can
affect five cubic yards of water at a time per dot of Divinity
he has. (If she’s walking on water, she can affect one 30’ x 15’
rectangle on the surface per dot of Legend she has. The
affected area supports only her and anything she can carry
unaided.) Her command is not such, however, that she
can use water to restrain or inflict direct physical damage
against an opponent with a liquid shape of her creation.