AQUAM * Eyes of the Deep: The character develops a sonar like ability when in water, with a range of 100 feet. System: No roll is necessary but a full turn needs to occur to effect the change. ** Attune to the Deep: When the character reaches this level he becomes automatically attuned to deep sea pressures with absolutely no ill effect. System: No roll is necessary, the characters body automatically changes as he goes deeper into the sea. *** Flow with the Tide: The character uses this power to become highly attuned to travel in the water and can move through it with ease and speed. The characters legs become joined by a thin membrane and flippers form, making the character look like a Merman. System: No roll is necessary, but the character must spend a blood point to effect the change, which takes a full turn. The Kindred can then move at twice the speed of a run when underwater. **** Gaol of water: The Kindred spits blood at his victim which turns into a watery gaol. System: This attack has a range of 10 feet for every point of Strength and / or Potence the character has. The character must make a Dexterity + Survival roll (difficulty six). The number of successes he scores is the number of successes the trapped being must score on a Strength roll (difficulty nine; Potence adds successes) to break free. The target can only be held in one of these jails at a time. The Kindred may dissolve it at will. ***** Blade of Ice: The Kindred with this power can cause his spittle to become a compressed blade which he may control. He may use it on anyone who is within his line of sight. System: The character forms the blade by spitting blood into the air, which converts itself into a blade of ice. The blade does 2 Wound Levels for every Blood Point spent. The character makes an Intelligence + Melee roll to hit, but is used the same as any normal sword and can be used to make a called shot. ****** Geyser of Vitf: The Kindred may take Vitf from a victim from a distance. He accomplishes this by draining the victim of water which goes into himself. System: The character rolls willpower (difficulty 6) and the target rolls Stamina + Survival (difficulty 9). Each success causes the target to lose one health level and one blood point, and the Kindred gains one blood point. When the target reaches Incapacitated he has dehydrated. This power can be used against Vampires (who additionally resist with Fortitude), however the attacker does not gain any Vitf but the victim may enter Torpor through blood loss. ******* Form of the Element: The Kindred turns his body into pure water. He retains his physical form but his body is that of a liquid. System: The character automatically turns into this form when he gains this discipline. In this form the Kindred takes only a quarter damage from any attack except fire or sunlight. It is not possible to stake the character. The Kindred drops a point off both Charisma and Appearance. ******* Create Elemental: The Kindred may use his blood to create a Water Elemental (see the Werewolf book for ideas). This Elemental is actually part of him and is completely controlled by him, although it is slightly free thinking. The Kindred may only create one at a time. System: For every six Blood Points put into the creation of the Elemental it has six Power Points, two Rage points and one Gnosis point (this can be done to fractions). The Elemental has half the Willpower of the Kindred, and is completely controlled by him. This Blood Point loss is permanent. If the Kindred so desires he may completely transform himself into an Elemental by using up all his Blood Points, if this is the case he uses his full Willpower. In any case the Elemental created is unaffected by the Tremere Path of Elemental Mastery. He may not add Blood Points to the Elemental at a later date. ******** Elemental Control: The Kindred may control vast amounts of his element. This power may be frightening on its own, but it also used cooperatively for more dramatic effects. Also note that if a Kindred is in the Form of the Wyrm his size has increased dramatically. System: The Kindred may create or destroy an amount equal to his size per Blood Point spent. He may change, manipulate or alter an amount equal to ten times his size. ********* Form of the Wyrm: Once a Kindred has this power he is truly a creature to be feared, for he turns into a dragon of legend. The creature appears as a giant sea serpent, with neither wings or legs. System: The change is automatic when the Kindred achieves this power, however the character must have Form of the Element before he gains this. All of the characters physical attributes effectively double, whereas all of the characters social attributes halve. Most notably though, the characters blood pool is also effectively doubled and the character gains three additional hurt body levels. The size of the dragon is equal to his true blood pool in feet. The dragon can not bite due to its liquid nature, however it can swallow and drown mortals. It can still buffet things with great force however. It may move at 100 miles per hour underwater. ********** Avatar: The character has the power to enter the Umbra and any realm corresponding to his element at will. Any elemental that is part of the same element is completly under the control of the kindred. System: No roll is necessary the character can simply enter and leave the Umbra at will, taking just one round, regardless of the gauntlet in the area. The Kindred shows up blatantly as a creature of the Wyrm.