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This is a form of kinesis that allows the user to control water, to a degree. The player will be able to bring moisture in the air together into a single point and use that water for blasts, lifting, etc. This is an extensions of telekinesis but can only be used with the control of water. Lifting something without water present would be triple the strain on the person’s psyche. (Triple the amount of Will it costs for this action.)
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The Hydro – Technic (Hydro for short) is highly revered among his/her people because they can actually pull water from seemingly no where. This allows them to cause rain where there is drought, or have a large mass of water shoot up from the ground and create a well without having to dig it down. This ability, like most others, comes with its drawbacks. If the person does not have a set source of water near them, the water that they are pulling is from the very air around them. This will cause the air to become very dry for long periods of time. Thus the longer they are using the abilities, the less water there is to draw. (If a Hydro uses his/her abilities in a closed space, or a large space over a great deal of time, they can use up their supply of water and thus begin to use the very water within themselves and deplete themselves of life with each attack.)
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Most Hydro will learn a fighting skill, or maybe magic that will complement their abilities due to their own drawbacks and the fact that they can kill themselves using their own abilities. Thus many are well suited with weapons of some sort, though rarely masters of weapons. (They can not be a selective rank such as Swordsman, etc.)
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The Hydro does not have to carry water with them, however, as they can actually get what they need from the very air around them. The water that they take in is purified by their own abilities and thus they can drink from any source, even stagnated. This is exceptionally useful on long journeys and why most of them will take jobs doing long journeys.
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They are also gifted with extra strength when consumed with water. In that they will actually gain strength, speed, durability, etc. when their body is covered in water. The longer they stay within the water, the stronger they get. (Adversely, the same is true about being out of the water, in that they will start to lose strength, speed, etc. the longer they stay away from a water source. Thus you rarely see any of them in the desert.) Due to this, most will take long baths at least once every other day.
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Many believe the Hydro to be week in their abilities due to the fact that they have such drawbacks, but a Master of this ability can fire water from there bodies at rates of up to 800 mph in a block the size of a fist. This is nearly the same speed as a bullet and can do some massive damage, but the fact that they can hold that until their water source is depleted is the scary part. If they are near a river or stream, the attack can last until the wielder uses up all of the Will. (It costs will points every time a mental users pushes their abilities. Much like manna for a magic user. When the Will drops below 5, the user will pass out cold until the will is back up above 20. Will can be recovered, if not taking actions, at 5 pts. per round.) Usually, however, they will limit them to short bursts, but even three short bursts with this type of energy can be devastating.
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Note: A true master of this talent can draw water directly from an opponent. If the opponent loses too much water they will begin to take damage and eventually die. This makes this talent extremely powerful in hand to hand combat as the user would have to touch the victim to make this work.
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Note 2: A user of this talent will have to take in twice as much water as a normal person of their race when they are using this talent regularly. Going since they can actually make water dense enough to build a small bridge, or cut through stone, it is a reasonable trade off.