Ways of Water

{Prerequisit Must have at least 1 other way)

1. Sense of the Dolphin:
The Cainite can emit a high pitched noise signal, and use his ability to sense the return of that signal to judge distance, and other spatial relationships.

The distances can be judged exactly by the Kindred and will work in darkness, or if the Vampire is blind. There is a range of 20 feet when this power is used in air, but this is increased 100-fold when the he is underwater. One disadvantage to this power is that those who may be able to sense these sounds, like individuals with Auspex, or Garou, will be able to 'home in' on the vampire, after a length of time (depends on distance), if the Kindred keeps using this power.

2. Bonds of Poseidon:
As the second level Neptune's Might power.

The caster can command a sufficiently large quantity of water to animate itself and imprison a subject. This power requires a significant amount of fluid to be fully effective, although even a few gallons can be used to shape chains of animated water. Mortals subjected to this power's effects can drown if the caster is not careful (or if he or she desires it), and even Vampires can be crushed by extreme pressure thus brought to bear. A subject may only be held in only one prison at a time, although the caster is free to invoke multiple uses of this discipline upon separate victims and may dissolve any of their water prisons at will.

3. Gifts of Aeolus:
This ability allows the Kindred to call forth a mist, fog, rainstorm or any other type of weather that is mostly moisture based. Thus the rain-storm called cannot cause lightning strikes, unless the area would naturally have them.

This weather has little affect except to conceal the Kindred. However, if a fog is called, it has the additional effect that any being tracking the Kindred or sensing them, loses 2 additional dice to roll.

4. Gift of the Nymph:
This ability is rare, even among the True Brujah. It allows the Kindred who invokes it, on spending one blood point, to cause up to 100 litres of water to behave in any manner he decrees. Thus, the water may be made to flow up hill, to solidify into ice, to boil, to behave similarily to the effects of the deepers from 'Abyss'. However, on changing state from liquid to solid or gas, the Kindred loses control of the water, thus he cannot simply boil 100 litres of water and parbroil another Kindred. The Kindred must be in contact with the water he wishes to affect, although the degree of contact is not important, and at least one drop of his blood must mix with the water in question.

This power may be used to allow Kindred to walk across water, or to allow others to walk across the water, by altering the surfacetensions on the top of the liquid.

5. Summon Water Elemental:
By concentrating upon a pool or river, the Cainite evoking this power may summon an elemental spirit to the sample in order to animate it. This spirit takes upon a vaguely humanoid form, and may not be friendly to the invoker. The elemental may be commanded by the Kindred to perform simple tasks, such as splashing or carrying objects.

System: Invoking this ability is quite trying to the Kindred attempting it. In addition to spending a bloodpoint, she must also spend a Willpower point to summon the spirit. Each time the Kindred gives a command to the elemental, she must roll her willpower at a difficulty of 7. Only one success is needed for the command to be obeyed. Problems occur when the roll is failed or botched. If she merely fails the roll, then she must immediately make another roll to regain control (willpower, difficulty 8, three successes needed). If this is failed then the spirit breaks free of the Kindred's control.

If the command-willpower roll is botched, then the Kindred suffers an immediate loss of 1 permanent willpower (as is usual for willpower rolls), and the spirit immediately breaks free. What happens when an elemental spirit breaks free is up to the ST. It may simply leave the physical form it was ordered into and depart, it may attack the Kindred, it may wander off in its physical form. (Water Elemental: Str 5, Dex 3, Sta 5)

6. Break the Bonds of Brotherhood:
This ability allows the Vampire to cause blood to turn to water, with a willpower roll (difficulty of 7). The number of successes achieved is the number of blood points changed.

A botch means that if the target was a vampire, the target's blood pool is actually increased by one, as the blood is thickened, rather than thinned.





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