Concept
The Element of Balance.
WATER
Water governs the flow of time itself ā nothing touched by it stays the same for long. Where fire reacts, water adjusts. Its domain is control and balance: the tension between what a user can command and what they must simply let move through them. Practitioners of this affinity are said to feel the flow of energy through the body more directly than any other element allows.
Any liquid obeying the law of fluidity falls under this affinity's reach ā but access isn't mastery. Every water user can touch it. Few have the will to actually shape it.
Fighting Classes
Fighting Class ā mages, a handful of assassins, and rarer still, warriors
Defensive Class ā healers, alchemists, and ā on rare occasion ā blood manipulators
Water is considered one of the hardest affinities to control, demanding both intense focus and the flexibility to adapt to whatever substance is on hand.
Water Variants
Ice ā shaped by those who've made peace with the world's colder truths.
Mist ā a stealth variant that fuses cold with pure speed. Demands more control than most, since water particles at this scale are far harder to hold.
Toxin/Poison ā a despicable variant, born from layers of suffering compounding in the user over time.
Blood Manipulation ā a naturally occurring mutation. Users chase control over life itself ā and it drives most of them mad in the pursuit.
Venom ā a corruption variant, more dangerous than toxin. Produced directly from the user's body, it damages the flow of energy in anything it touches. Avoid at all costs.
Derived Abilities
(none specified yet)
Affinity Traits
All water-affinity users share:
+10 Control (of every situation)
+20 Flexibility
+2 Intelligence
ā10 Offense (roughly 70% of water users fall into the Defensive Class)