                                    AQUAS



   This Discipline reflects the Gaerini's ability to change, use and
   adapt to any number of liquid environments or surroundings. It is a
   descendant of the Gangrel Protean ability, and is the original ability
   which the Tremere have tried to copy with the Path of Neptune's Might

   * Sense of the Dolphin: The gaerini can emit a high pitched noise
   signal, and use their 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
   gaerini 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.

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

   ** Eyes of the Sea: As the first level Neptune's Might ability.

   *** Watermeld: Much like the Protean ability of Earth Meld, this
   ability allows the Kindred to sink into a sizaeble body of water, and
   become part of that water. Someone seeing a watermelding Vampire will
   simply see them sink into the water.

   It does not matter whether the water in question is flowing or not, or
   fresh or not, nor what it is contained in. All that is neccessary is
   enough water to submerge the gaerini using this power. So a gaerini
   who initiates a Water Meld in a creek will need to find either a
   deeper pool, or a long stretch of water to meld with. The gaerini will
   not be swept away by the current, instead remaining anchored where
   they melded. As with Earth Meld, a botch indicates that the Vampire is
   trapped within the water, and they must use Willpower to extricate
   themselves. A blood point must also be spent when melding or
   unmelding.

   One benefit of Water Meld over Earth Meld is the lack of ability to
   sow the water with salt. However some chemical contaminants may cause
   damage to Kindred melded with water, especially things like heavy
   metals such as cadmium or lead.

   *** Gift of the Nymph: This ability is rare, even amongst the Gaerini.
   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 they decree.
   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
   lose control of the water, thus they cannot simply boil 100 litres of
   water and parbroil another Kindred. The Kindred must be in contact
   with the water they wish to affect, although the degree of contact is
   not important, and at least one drop of their blood must mix with the
   water in question.

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

   **** Gifts of Aeolus: This ability alllows the Kindred to call forth a
   mist, fog, rain- storm 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.


   **** Break the Bonds of Brotherhood: This ability allows the Vampire
   to cause blood to turn to water, on a 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 targets blood pool
   is actually increased by one, as the blood is thickened, rather than
   thinned.

   ***** Bring forth the Flood: Create lots of water

   ***** Form of the Dolphin: As Protean 4, but with the form of a
   dolphin instead of a bat or wolf.

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