Whalemancy

Elementalism - Animancy Ability The ability to control and manipulate Whales, Dolphins, Seals and Walruses.

Creature - Elementalism

XP Cost: 1   Prerequisites: Fishmancy

Action Type(s) Motion, Action
ARP Cost 1 (Motions Excluded)
Range 20 Meters
Requirements 1 Free Hand
Sustain 1 ARP
Traits Visible, Audible

You have the ability to influence and control Fish and Aquatic Mammals but not Sharks, Rays, Crustaceans or Invertebrates.

Using a Motion: You can communicate with and influence nearby Aquatics you can see and communicate messages such as; warnings of danger, calling them closer, informing them of food sources or requesting information on food sources.

Song of the Sea: You can cause nearby Aquatics to use their Movement and Action as you instruct using their Reactions on your turn. Aquatics always use their own modifiers for any skill checks or attacks you have them make and can only perform complex tasks if they have the intellect required. An Aquatic’s Intellect Total must be a 7 or higher to perform Complex Tasks(a series of instructions or commands, rather than a single one) .

Sustaining: Aquatics you have caused to Act will remain within range and actively avoid harm until the end of your next turn, Sustaining Whalemancy will cause them to continue to do so. When wild or unowned domesticated Aquatics are no longer under your control they continue behaving as normal for a member of that species.

Overpower: You can spend an additional Resource Pool Point to grant a controlled Aquatic Advantage on a d20 Roll,

Or Increase the range of this ability by +10 Meters,

Or grant a controlled Aquatic +2 to their Attack and Damage Rolls this Turn,

Or Cause an additional Aquatic to use their Movement and Action via their Reaction,

Or grant a controlled Aquatic +4 to their movement speed this Turn,

Or cause a controlled Aquatic to regain 1d4+Caster Modifier HP,

Or grant a controlled Aquatic an additional Attack Action.