Related Stat: Intellect
Related Powers: Cold Control, Waterbreathing
Water Control allows the character to control liquids. The water may be used as a missile weapon, inflicting damage equal to the Power's intensity at firing distance. The water also may be used as a shield against energy, reducing energy attacks by the intensity of the Power.
Your character can also calm or roil waters at will. The distance of this aspect of the Power is whatever your character can see, though it is always difficult to control large bodies of water.
Limit--Submersive: Your character must be submerged in the water he or she wishes to control to use this Power.
Stunt--Air Bubbles: Your character can create air bubbles so that a number of people up to the Power's intensity can survive underwater.
Stunt--Dehydration: Your character can destroy water. The character can lower water or use this Stunt against humans and others mainly composed of water if his or her intensity is at least 8.
Stunt--Drowning: Your character can choke a victim with water if he or she has an intensity of 8+. Every few seconds this attack affects a victim, damage increases by one.
Stunt--Fog: Your character can create fog as if he or she had that aspect of Weather Control.
Stunt--Melting: Your character can melt solid ice.
Stunt--Propulsion: Your character can use water to speed water vehicles, as with Lightning Speed.
Stunt--Tsunami: With an intensity of 8+, your character can form existing water into a wave, then bring it crashing down on all within firing distance.
Stunt--Waterbreathing: Your character gains Waterbreathing.
Stunt--Waterwalking: Your character can cross the surface of water as if it were land.
Stunt--Water Creation: Your character can create any amount of water.
Stunt--Water Elementals: Your character can create beings of water or other liquid, with Strength and Agility scores equal to the Power's intensity. It requires about 5 minutes to create each elemental. While your character is creating an elemental, none of the character's other elementals can do anything. A maximum of one being may be created per point of intensity. The character must concentrate to control these beings; if the hero falls unconscious, they trickle away within one minute. These creatures suffer double intensity damage from fire attacks.