- Solo D6
- Buddy D8
- Team D10
- Sage of the repressed
- I am the water
- Magic is the lifeblood
- Swimming D10
- Shapeshifting D10
- Water Control D10
- Stretching D10
- Sorcery D8
- Psychic Power D10
- SFX: Area Attack. Add a D6 and keep an additional effect die for each additional target.
- SFX: Healing waters: Add SORCERY to your dice pool when helping others recover stress. Spend 1PP to recover your own or another’s PHYSICAL, MENTAL OR EMOTIONAL STRESS or step back your own or another’s PHYSICAL, MENTAL OR EMOTIONAL TRAUMA by -1.
- SFX: Afflict. Add a d6 and step up your effect die by +1 when inflicting GROWING MADNESS complication on a target.
- SFX: Constructs. Add a d6 and step up your effect die by +1 when using MERFOLK ELEMENTAL to create assets.
- SFX: Dangerous Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up EMOTIONAL STRESS inflicted by +1
- Limit: Atlantean. Earn 1 PP when affected by Atlantean specific story event.
- Attack D8
- Electrical Control D10
- MImic D8
- Water Shark Senses D10
- SFX: Absorption. On a successful reaction against an ELECTRICAL ATTACK action, convert your opponent’s effect die into a FULGUR FUR stunt or step up a FULGUR FUR power by +1 for your next action. Spend 1 PP to use this stunt if your opponent’s action succeeds.
- SFX: Boost. Shutdown your highest rated FULGUR FUR power to step up another FULGUL FUR power by +1. Recover power by activating an opportunity or during a Transition Scene.
- SFX: Dangerous Add a d6 to your dice pool for an attack action and step back highest die in pool by –1. Step up PHYSICAL STRESS inflicted by +1
- Limit: Gear. Shutdown FULGUR FUR and gain 1 PP. Take an action vs. doom pool to recover.
- Mystic D10
- Science D8
- Psych D10
- Covert D8