Water Elementalism
Rank 1: Infused with water
Universal Trait
The creature gains +10 swim speed, and bonus ranks of swim equal to your ranks of Elementalism. The creature can ignore penalties to their swim check, up to your ranks of elementalism as well. Any time the creature, or its target, is fully submerged in water, the creature gains bonus CV (equal to your elementalism). Can only be taken once.
Rank 2: Fluid Body
Water Trait
The elemental's fluid body allows it to move more easily out of the way of attacks. Any time that the elemental isn't helpless, it gains damage reduction, equal to its DV. This is raw damage reduction applied after all other modifiers.
3rd Rank: Waterborn
Water Trait
The creature gains 2 ranks of special movement (swim) and never needs to make swim checks due to harsh water conditions. Furthermore, while in a body of water at least twice it's size, it can add it's body stat as a bonus to its DV, as the water around it moves the creature, or intercepts the enemies attacks. Can only be taken once.
Water Elemental Framework
Water elementals are amorphous by nature, but they still have a defined form, that is mostly visible when they are out of water. They are able to change their form when necessary, but will revert to their default form whenever they are not concentrating. Due to their liquid nature, conventional weapons are ineffective. They ignore all weapon ranks from piercing or slashing weapons, and 3/4 of the weapon ranks of bludgeoning weapons. Most elemental attacks still affect them normally. Water Elementals are small by default, and have 1 body, 0 mind, and 1 soul. When water elementals make a physical attack, they also often leave parts of themselves behind. Any attack they make against any creature outside of water causes the elemental damage equal to their own raw weapon damage (before multipliers) of their own weapon damage.
Absorb Water
While in a body of water of sufficient size (at least twice the size of the elemental) this creature gains a rank of regeneration(dependent on water). This can be taken a number of times equal to the body of the elemental. Extensive use of this trait will deplete the body of water, at GM discression. Of course destroying the water will disable the regeneration.
Drown
Requirements:Only Taken 1/size over medium
Effect: The elemental can engulf enemies faces and bodies. This is most often used in combat to effectively drown the opponent, though it can also be used to 'suffocate' fires, etc. The creature gains an attack that immediately starts depriving the target of air, and in some cases actually targets lungs with water.
This gives 2 ranks of an attack with the 'stun, enervation (2 ranks), insidious, and toxic qualities. This does gain bonuses from any combat stats, but can't be combined with other attacks (like claws, bite, etc.) unless those attacks also have the constrict or grab qualities.
Whirpool
Requirements:Only Taken 1/size over medium
Effect: Creates a whirlpool, centered on the elemental. The whirlwind is a standard AOE of size equal to the ranks of Whirlpool, Plus the size of the elemental. This 'attack' is an Aura, which attacks everything in it. This has 1 Weapon Strength per rank taken, and low-penetration. All creatures must make a body check against DC 10+ Ranks+Elemental size. Any that fail are slowed, and the elemental can attempt a grapple check against them for free. With focus the elemental can grapple, throw, pin, etc. just as normal, though it can not be counter-pinned or grappled. It must continue maintaining this whirlpool while it grapples. This can only be used while in a body of water. Creatures grappled can be Drown.