Effect: Array (Move Object)
Action: Standard (active)
Range: Perception
Duration: Sustained
Saving Throw: None
Cost: 2 points per rank
You can control a mass of water (fresh or salt water, but not other liquids) like a Move Object effect at your power rank. As a general guideline, a gallon of water weighs 8 pounds, while a cubic foot of water is about 7.5 gallons and 62 lbs. (rank 1 to move). Water sufficient to fill a cube 5 feet on a side (125 cubic feet) weighs 7,750 lbs. (about 3.8 tons), requiring power rank 9 to move, with each additional rank roughly doubling the amount of water you can move at once.
COUNTERING
The ability to move and control water is primarily useful for countering effects that water can quench or smother in some way, such as fire and certain chemical effects, like acids. Water Control can counter itself, and may also be able to counter other effects at the GM’s discretion, such as turning earthen objects into thick mud or temporarily clearing certain gases or chemicals out of the air.
ALTERNATE POWERS
The following are some suitable Alternate Powers for a Water Control Array:
• Blast: You can direct a powerful blast of water that does impact damage equal to your Water Control rank. Some water Blasts may apply the Knockback power feat to increase their impact.
• Create Object: You can form solid objects out of water, either creating ice or “hard” water that is solid without regard to temperature. The objects have Toughness equal to your Water Control rank and can occupy a volume of up to one 5-foot cube per rank (see the Create Object effect for details).
• Current Control: You can control the movement and speed of water currents, enhancing or reducing Swimming movement rank by your Water Control rank. The changes in rank revert to normal at a rate of 1 rank per round after the effect is used.
• Dehydrate: You remove water from the target’s body, causing damaging dehydration as a Ranged Fortitude Damage effect at a rank of two-thirds your Water Control power rank.
• Obscure: You can create a fog by dispersing water vapor into the air, a Visual Obscure effect with a rank equal to your Water Control rank.
• Snare: By creating bonds of ice or “hard water” you can entrap a target with a Snare effect equal in rank to your Water Control. Alternately, you can entrap someone in a bubble of water, this has the modifiers of Regenerating and Suffocating (+2 total) and Entangle (–1) for a rank equal to two-thirds your Water
Control rank.
• Stun: A blast of water can stun a target like a Ranged Stun effect rather than inflicting damage. This has a power rank of two-thirds your Water Control rank.
• Suffocate: You can fill a target’s lungs with water, attacking them with a perception range Suffocate effect with a rank half your Water Control rank.
• Trip: A water blast can knock a target off their feet like a Trip effect, possibly with the Knockback modifier.
POWER FEATS
• Environmental Adaptation: You have the Environmental Adaptation (aquatic) feat as a power feat rather than a standard feat. The effects are otherwise the same.
EXTRAS
• Range: Since the basic effect of Water Control is perception range, many Water Control Alternate Powers may be as well, but there’s no requirement for them to be. Just because a hero can control water at will, for example, doesn’t mean her water blasts are ensured to hit their targets.
DRAWBACKS
• Vulnerable: Water controllers are sometimes Vulnerable to heat effects that dry them out.
• Weakness: A water controller might have dehydration or separation from water for a period of time as a weakness.
ASSOCIATED EFFECTS
• Immunity: Immunity to drowning (the ability to breathe water) costs 1 rank. Immunity to water damage costs 5 ranks, while Immunity to all water effects costs 10 ranks. Water controlling characters might also have Immunity to other effects, particularly cold and high-pressure environments, such as those
found in the deep ocean.
• Summon Elemental: You can create or summon creatures of animated water to do your bidding (see the Summon effect for details).
• Swimming: The ability to move quickly through the water is a natural associated effect, and many water controllers also have Swimming.
• Water Form: A character able to control water may also be able to transform into water (see the Alternate Form power for guidelines).