Watercraft
Basic Healing [-2]
Description: You can command the power of a water fury into a body in order to heal injuries or sickness.
Musts: Requires the affected area to be submerged in water.
Skills Affected: Scholarship.
Effects:
Home Remedies. Make a scholarship check at +2. If you succeed with enough shifts to equal the target’s physical stress boxes plus a number of shifts relative to the physical consequence you are treating, you can downgrade that consequence one level. Mild consequences treated in this fashion are cleared away. You can increase your check by by one for every increase to the time increment above the default of a few minutes. You may increase your check result after the roll by inflicting mental or physical consequences upon yourself, earning an increase equal to the number of boxes relative to the consequence. Consequences earned in this fashion cannot by furycrafted away and must heal naturally.
Advanced Healing [-4]
Description: Your command of watercraft for medical purposes is impressive to all who take notice.
Musts: This ability replaces Basic Healing. Requires the affected area to be submerged in water.
Skills Affected: Scholarship.
Effects:
Strong Medicine. Make a scholarship check at +4. If you succeed with enough shifts to equal the target’s physical stress boxes plus a number of shifts relative to the physical consequence you are treating, you can downgrade that consequence one level. Mild consequences treated in this fashion are cleared away. You can increase your check by by one for every increase to the time increment above the default of a few minutes. You may increase your check result after the roll by inflicting mental or physical consequences upon yourself, earning an increase equal to the number of boxes relative to the consequence. Consequences earned in this fashion cannot by furycrafted away and must heal naturally.
Fast Recovery. Out of combat, you may recover from physical consequences as if they were
one level lower in severity. So, you recover from moderate consequences as though they
were mild, etc. Consequences reduced below mild are always removed by the beginning of
a subsequent scene.
Shrug It Off. In combat, once per scene, you may clear away a mild physical consequence (YS 203) as a supplemental action (YS 213).
Expert Healing [-4]
Description: Your medical watercrafting is renowned, and you can heal nearly any injury short of death itself.
Musts: This ability replaces Basic Healing. You can treat an injury that is not submerged in water at a -2 penalty to your Scholarship check.
Skills Affected: Scholarship.
Effects:
Surgical Precision. Make a scholarship check at +6. If you succeed with enough shifts to equal the target’s physical stress boxes plus a number of shifts relative to the physical consequence you are treating, you can downgrade that consequence one level. Mild consequences treated in this fashion are cleared away. You can increase your check by by one for every increase to the time increment above the default of a few minutes. You may increase your check result after the roll by inflicting mental or physical consequences upon yourself, earning an increase equal to the number of boxes relative to the consequence. Consequences earned in this fashion cannot by furycrafted away and must heal naturally.
Faster Recovery. Out of combat, you may recover from physical consequences as if they were two levels lower in severity. So, you recover from severe consequences as though they were mild, etc. Consequences reduced below mild are always removed by the beginning of a subsequent scene.
It’s Nothing. Twice per scene, you may clear away a mild physical consequence (YS 203) as a supplemental action (YS 213).
Watersending [-1]
Description: You can communicate long distances through connected tributaries of water.
Musts: This furycraft requires an interconnection of water between yourself and your intended subject.
Effects:
Watersending. While touching a body of water, speak the name of the subject you are trying to communicate with. Make a discipline check. If you achieve enough shifts to reach your intended target and they recieve your sending, then your form and voice will appear in the water before them, and vice versa. One success is sufficient to communicate across a mile, six successes to communicate across the breadth of the entire realm. You gain a +2 bonus for knowing where the intended subject is, and another +2 if they know your location as well. You gain another +2 if you both have a sympathetic bond, such as shared blood or two linked items, or coins made from the same ingot of metal. You can take a -1 penalty to have your form physically manifest on the receiving end. You may increase your check by inflicting mental or physical consequences upon yourself, earning an increase equal to the number of boxes relative to the consequence. Consequences earned in this fashion cannot by furycrafted away and must heal naturally.
Waterlistening. While touching a body of water, you can observe a sending being sent through it. If you do not make the discipline check to watersend yourself, then your observation will go unnoticed by any parties in volved in the communication.
Read Emotion [-1]
Description: You can sense the emotions of others, whether you wish to or not.
Skills Effected: Empathy.
Insightful Notice: You gain a bonus to Empathy checks made to read people equal to the amount of refresh spent in water-based furycraft, to a maximum bonus of 4.
Emotional Assault: When in the presence of large crowds or small groups of people experiencing strong emotions, you must make a discipline check to avoid taking mental stress. The GM will make a mental attack roll against you, using the intensity and scope of emotion you are facing as if it were a skill. As with any conflict, you may suffer consequences (YS 203) or be taken out (where “taken out” may mean total collapse, insanity, heart attack…take your pick, as appropriate to the encounter. See YS 203). The GM will gain additional attacks for every increased increment of time the encounter continues past a few minutes.
One person in acute emotional distress, agitation, or excitement: +2
One person in severe pain, provocation, or passion: +4
One person experiencing extreme duress, hysteria, or frenzy: +6
More than one person: +1
2-5: +2
5-10: +3
10-20: +4
20-50: +5
50-100: +6
100-200: +7
200-500: +8
and so on...
Mimic Form [–2]
Description: You are able to mimic the appearance of another, given the chance to observer and preferably interact with the subject to be impersonated.
Skills Affected: Deceit, others.
Musts: You must cover the part of your body you are changing with water. You must spend a few minutes each day refreshing this power to keep it active long-term.
Effects:
Take Form. You may take on the form, voice, and other seemings of another individual, provided you have had the chance to study them. You roll Deceit at +4 to fool others if your mimicked appearance is close to perfect; the bonus decreases significantly if you have spent little or no time with your subject.
Youthful Exuberance [-0]
Description: You appear as a younger version of yourself.
Notes: This ability is largely cosmetic and does not affect game mechanics. You appear to be approximately half your age (this does not hide effects of puberty).