Arts of Water

These Arts are available to all cultivators.

Social

Student

A ripple on the crowd

  • Chakra (Water)
  • Requires: None
  • Effect: While within a large crowd, you gain Invisibility
    • “Large crowd” means a large enough group of people that you may move freely among them
    • Generally this is going to be 50 or more people
    • Examples: Carnival, festival, town square

Subliminal Advertising

  • Boon
  • Requires: None
  • Effect: Gain a new Action: Subliminal influence
    • Challenge Water against a target to implant a small desire
    • Examples: Becoming thirsty, wanting to check out the new sales
    • The desire must be reasonable for the target and potentially achieveable
    • This has no effect in a combat context
    • Disaster: No effect, and you may not use this ability against this foe again for 1d6 days
    • Success, Flourish: The target moves to acquire the reasonable desire in their normal manner

Careful tongue

  • Chakra (Air/Water)
  • Requires: None
  • Effect: Add +C to Challenges of lying, deception, and false identity

Improved Feint

  • Chakra (Water)
  • Requires: None
  • Effect: When you Feint and your Result is a Failure, generate a Boost for your ally on their next Challenge against this foe instead
    • If your Result is a Disaster, you may not use this effect

Market rates

  • Boon
  • Requires: None
  • Effect:
    • Once you have met any cultivated craftsmen in a town or region, you may thereafter ask the storyteller for the current market rates on crystal cores in the cultivated economy
    • If the values suddenly fluctuate, the storyteller should inform you; for example, if the storyteller spends Dissonance to disrupt markets

Warrior

Overpowering Presence

  • Boon
  • Requires: None
  • Effect: When you Intimidate, you deal +1 damage on success and Flourish

Hurried Interjection

  • Boon
  • Requires: Careful tongue
  • Effect: When an ally fails a Water Challenge, you may spend 1 Water Charge and interject
    • You also Challenge Water
    • If you succeed or flourish, your ally instead uses your Result

Seller’s Mein

  • Chakra (Water)
  • Requires: None
  • Effect: Add +2 to your conversion rate for Crystal Cores
    • For example, a WaterFire Crystal Core usually starts at 2. For you, this would become 4

Manners fit for Purchase

  • Chakra (Water)
  • Requires: None
  • Effect: Use your maximum Water Result instead of your Standard Value when determining your worthiness to manage a sale of crystal cores

Medical

Student

Allay Break

  • Chakra (Water)
  • Requires: None
  • Effect: When you Challenge Water to remove an ally’s break, modify the Result:
    • Disaster – Remove no breaks; no further penalty
    • Failure – Remove 1 Break
    • Success – Remove C Break
    • Flourish – Remove all Breaks

Improvised Care

  • Boon
  • Requires: None
  • Effect: You gain the ability to create medical supplies from nearly nothing
    • You always have routine medical supplies on hand except in the most dire of circumstances
    • You may use your Water for Synthesize of medical equipment

Numbing Strike

  • Chakra (Water)
  • Requires: None
  • Effect: On a successful melee Attack, reduce the foe’s Difficulty in that element by C until the end of your next turn
    • Maximum one element per foe
    • If you Attack multiple elements for one foe, apply this effect to only the last element attacked

Warrior

Anti-Break Warding

  • Chakra (Water)
  • Requires: Allay Break
  • Effect: When an ally in the same zone as you would suffer a Break, you may choose to expend 1 Water Charge
    • When you expend the Water Charge, the ally reduces the number of Breaks taken by C

Official Licensing

  • Boon
  • Requires: A trip to a provincial capital to present your skills before a magistrate and a substantial payment of coin (usually 2 Earth coins)
  • Effect: You are officially recognized as a medical professional of the Kingdom
    • Add +C to Air and Water Challenges when you act in a direct medical capacity to aid the folk

Luca’s Instantaneous Treatment

  • Chakra (Water)
  • Requires: None
  • Effect: When any ally in your or an Adjacent zone suffers a Condition, immediately reduce Severity of that Condition by Cd4

Master

Stalwart Anti-break

  • Boon
  • Requires: Allay Break
  • Effect: Improve your Allay Break Chakra effect
    • Any time an ally within the same zone as you would take 1 or more Breaks, reduce the number of Breaks by 1 (minimum of 0)

Restored Fortune

  • Chakra (Water)
  • Requires: Official Licensing
  • Effect: At the start of your turn, choose one ally within your current zone
    • Convert any number of Breaks against one element into a single Boost