                                    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.
