Hydrolaeria from the notes of Sween DOG with input from Benjamin D. Buckner Another idea is a Vampire who was making the journey across the sea in earlier days. Her ship sunk and she has been beneath the waves ever since. Her first century and a half were in Torpor, but she awoke one day to be horrified by where she was (and she had no idea where land was, plus the obvious unsurety of swimming to the surface and a possible sunny afternoon-staying on the bottom near teh ship is the only obvious possibility. Being resourceful, she was able to lure animals to her to feed upon. as she became more comfortable in her surroundings, and the eternal night that was now her home, she begins to develop powers making her a more efficient predator in the World of Wetness. Disciplines would be Animalism, Celerity, and Hydrolaeria (I suppose its a toss up between celerity and fortitude...what do you all think?) Weakness: Well at level 2 or higher of that discipline, the physical changes the creature has gone through make leaving the water impossible (bones have atrophied, and skin becomes too thin - it will crack easily or rupture if it dries out. That seems plenty restrictive enough for me. Hydrolaeria * Marine Oneness - at this level, the discipline confers basic abilities to interact with the sea. It becomes possible to draw water into one's lungs, adn equally as possible to speak in the watery depths. The wielder of this power also gains the ability to utilize all of her senses in the ocean. Sight becomes secondary, and hearing/scent become the primary means of interaction. It should be noted that in the liquid medium, sound and scent are carried much more efficiently, and these senses become incredibly accurate. Like a shark, a vampire with this power can smell blood for miles. The vampire also gains the ability to sense pressure and electrical fields. Their ballast can be regulatted through their lungs. System: no roll is usually required, but for extremely difficult feats (smelling the blood of an injured creature at 3 km or such), the ST may requre a perception + Alertness roll. Physical Features: Start developing webbed fingers and toes, hair becomes thin and is only found on the head ** Motion of the Tide - The vampire gains the ability to propel herself through the ocean, never leaving a ripple of disturbance. At this power level, it is possible to swim alongside a shark, and assuming one isn't bleeding, the shark will never realize that a possible prey is near. This power likely aided the sea-vampire in her earlier days, when sharks were a danger to her unlife. Now she regards the watery predators as slaves and prey. The were-sharks are at odds with this. Also at this level it is possible to cloud one's presence in the water closer to the surface, or in the presence of light. (note: in the deep, there is no sunlight, and the kindred in question can't go shallower than 200 m during the daytime. System: Roll Dexterity + Athletics to swim without displacing water (no aftercurrents or disturbances will betray your presence in the deep) or to hide among the watery blues of the ocean (difficulty is 7) 1 - A cursory glance will pass by you, but any sort of active search will reveal your presence 2 - A Preception + Alertness roll (diff 8) is required to notice you. 3 - You cannot be seen by means short of Sonar/Radar. 4 - Someone would have to be an expert and be using sophisticated equipment to find you. 5 - You are a ghost. Physical Features: Ears begin to atrophy, Eyes grow smaller, legs and arms become slightly longer and thinner *** Obscurity of the Depths - become functially invisible in the water, could be a transparent effect thing or maybe an ink discharge Physical Features: Ears gone, fingers and feet lengthened considerably, with membranes between them, skin becoming translucent **** Form of the Sea - Like Protean 4, the wielder of this power gains the ability to transform her body into that of a sea creature. There is no 'standard' form, however one form is favored over others. System: The user of this power must spend a Blood Point to change into the preferred form (and one to change back). Other forms require a willpower roll. Transformation takes 1 minute. Physical Features: No Eyes, skin semi transparent with phosphorescence of some organs apparent, membranes between fingers, (long) toes, arms and torso, and legs which are transparent, with phosphorescing patterns ***** Deep Trident - blast someone with an electrical discharge for agg damage or something, requires touch, might be cool if the attack was able to drain blood from a victim Physical Features: Skin completely transparent, along with many organs (several of which have atrophied completely), the rest of which glow in interesting and beautiful colors ****** Neptune's Fury - manipulate minor currents, as well as summon small storms, nothing on a global or even sea-wide scale Physical Features: Hmm...have you seen The Abyss..that about sums it up