Water (Hydrokinesis)

**Hydrokinesis** is the use of water and ice. Water controllers thrive through supportive abilities like heals and buffs, as well as applying unbeatable amounts of crowd control with their endless torrent.

Sometimes referred to in slang as moisturisers.

### **Common Strengths**

* Water has powerful innate healing, both for others and itself making it a popular choice for nurses and other supportive characters.
* Their floods and torrents can make reaching them to attack them a big problem, and can often lead to victory in a battle via drowning their enemies. No amount of tankiness will save them from this.
* Water also has dominion over ice, allowing them to temporarily freeze opponents or block attacks using ice barriers. All of these factors mean that water has the second-highest utility rating out of any kinesis, due to their enormous versatility.
* Water attacks can't be blocked effectively. If a shield or forcefield is created, a blast of water will just flow around it and target the enemy regardless.

### **Common Weaknesses**

* Water users are below average in terms of toughness, and unlike Air, don't have high speed to compensate for that - only average. If they can't land their CC, enemies can take them down.
* Their damage is among the lowest, and it takes them quite a long time to take down enemies. While effective against tanks who cannot deal a great amount of damage in the windows of potential they have while not frozen, water controllers can be defeated by agile damage dealers, whether sustained or bursty, and can avoid enough of the lockdown abilities.
* In a one-on-one fight, a lot of their potential is locked into supportive abilities that do little good on themselves compared to just using an offensive attack.
* Healing is useful, but is usually less time efficient than the damage of damage-dealing enemies. You can't put on band-aids quite as fast as your mugger puts new cuts in you.

### **Sample Abilities**

* Rain, floods, freezes, blasts of water - Water has no shortage of low-damage but highly-inhibiting abilities. Try some form of drowning as a finisher!
* Using ice in creative ways - Physical barriers, sharp icicles, weapons and armor.
* Enchanted water with utilitarian uses, such as healing or granting speed boosts.
* Water controllers can't pull the moisture from living bodies, with one exception: pulling the water out of people's eyes to temporarily blind them.
* Whatever unique abilities you want to give your character!

#### **Sample Archetypes**

Feel free to take inspiration from these archetypes when making your hydrokinetic. Emulate one of their styles, combine their features, or go another direction entirely!

**The Tsunami** wields the ocean's pressure, immensity and even its denizens to break down their opponents with sheer force. Enemies expecting a gentle stream be caught in the undertow of this destructive power, but if they're fast enough to keep out of the torrents, they can pick off the hydrokinetic from dry land.

**The Fountain** is a source of endless renewal to the worthy, but a burning poison to the profane. They trade offensive potential for a deep specialization in healing, planning to erode their opponents over an extended fight by undoing the damage of their greatest assaults. Enemies who rush to victory will empty their reserves long before these waters run dry.

**The Glacier** specializes in solid water, freezing their enemies in place while impaling them with hardened icicles. A specialization in ice usually trades this kinesis's flowing dodges for tough glacial armor, and while the inhospitable cold offers no healing, it embraces its enemies with a slew of effects that slow them to a crawl.