CONTROL 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.