• Create Water
The shifter can create a small amount of water simply by summoning it into existence.
Cost: One essence point.
Dice Pool: Manipulation + Occult.
Action: Immediate.
Roll Results
Botch: The shifter drains a small amount of water from her own body, causing one point of lethal damage. The shifter cannot attempt this gift again for a number of hours equal to the botch level. Ie. -1 botch, 1 hour, -2 botch, 2 hours, etc. All essence spent is lost.
Failure: The shifter fails to summon any water into existence, and must wait until her next turn to attempt to do so again. All essence spent is lost.
Success: Half a litre of water is created per success, within one metre of the character. The shifter can choose the location, provided it is within the one metre range, so placing a bucket close by is likely to help. This water is pure, and permanent. It will last until consumed or otherwise used, absorbed into the ground, evaporated, etc.
•• Dehydration
Using this gift, the shifter is able to leech the very moisture from another being, leaving exit wounds.
Cost: One essence point.
Dice Pool: Strength + Occult - the target's Stamina.
Action: Immediate.
Roll Results
Botch: The shifter turns the effects of this gift inwards. One point of lethal damage is sustained, per botch level. I.e. -1 botch, 1 damage; -2 botch, 2 damage, etc. The shifter cannot use this gift again for the duration of the scene, and all essence spent is lost.
Failure: The shifter fails in drawing the moisture from her intended target, and must wait until her next turn to attempt this gift again. All essence spent is lost.
Success: The shifter is able to draw the moisture from her intended target. Mortals and shifters alike sustain one point of lethal damage per success. Vampires do not take damage, instead suffering a loss of one blood point per success.
••• Call Water Spirit
The shifter may summon a water spirit to do one task for her. The shifter must have first created the water - using Create Water - for the spirit to inhabit.
Cost: One essence point.
Dice Pool: Charisma + Occult.
Action: Immediate.
Roll Results
Botch: The spirit will turn on the shifter on arrival in a rapid torrent of icy water, with an attack dice pool equal to the successes achieved on the Create Water roll. The damage is considered lethal. All essence spent is lost.
Failure: The shifter fails to summon a spirit, and must wait until her next turn to attempt this again. All essence spent is lost.
Success: The shifter successfully summons a water spirit, which is mostly limited to attacking.
System
The spirit will run to the indicated target and attempt to engulf its head and drown it, with an attack dice pool equal to the successes rolled to Create Water. Attempts to remove it from the target’s head will be resisted by its dice pool. It should be noted that a character can hold their breath for a number of turns/minutes equal to their stamina, at which point they begin taking 1 point of lethal damage per turn/minute until they die. While it does not require the summoner's attention once called, the spirit drains one essence a turn from the caller and remains only so long as the character has essence left, or until it is otherwise destroyed.
•••• Call Water Elemental
At this level of mastery, the shifter may call upon the full force of a Water Elemental. The results are much like Call Water Spirit, and still requires the shifter to have created the water prior to calling for the Elemental.
Cost: Two essence points.
Dice Pool: Charisma + Occult.
Action: Immediate.
Roll Results
Botch: The spirit will turn on the shifter on arrival in a rapid torrent of icy water, with an attack dice pool equal to double the successes achieved on the Create Water roll. The damage is considered aggravated. All essence spent is lost.
Failure: The shifter fails to summon a spirit, and must wait until her next turn to attempt this again. All essence spent is lost.
Success: The water doubles in size, possessed by a Water Elemental. As with Call Water Spirit, the spirit will run to the indicated target and attempt to engulf it completely and drown it, with an attack dice pool equal to double the successes rolled in Create Water.
System
Any attempts to pull the target from the Elemental will require a roll of strength - the elemental’s dice pool. Alternatively, the character within may attempt to escape with a roll of strength + swimming – the elemental’s dice pool. It should be noted that a character can hold their breath for a number of turns/minutes equal to their stamina, at which point they begin taking 1 point of lethal damage per turn/minute until they die. While it does not require the summoner's attention once called, the spirit drains one essence a turn from the caller and remains only so long as the character has essence left, until the shifter stops spending essence to maintain it, or until it evaporates.
••••• Water Form
The character can transform her body into water, with all its inherent strengths and weaknesses.
Cost: Three essence points.
Dice Pool: Stamina + Occult.
Action: Immediate.
Roll Results
Botch: The shifter suffers twice the level of aggravated damage per botch level. Ie. -1 botch, 2 damage, -2 botch, 4 damage, etc. All essence spent is lost, and the shifter cannot use this gift again for the duration of the scene.
Failure: The shifter fails to turn herself into a body of water, and must wait until her next turn to attempt this gift again. All essence spent is lost.
Success: The shifter can transform her body into a being of pure water that resembles her breed form in shape.
System
While in this form, the character rolls as if making a grab attack and resists attempts at escape as the water elemental does, using dexterity in place of the elemental's dice pool. Conventional weapons will not harm the character, but electricity will do aggravated damage instead of stun damage and extreme cold reduces a liquefied character's dexterity for each point of damage, turning her to ice if her dexterity falls to 0, leaving her vulnerable to being shattered. Being shattered is bad. This damage remains even after the character reverts to her normal form.
In this form the character can move through a body of water such as an ocean or stream at a rate of 1 kilometre per turn. This transformation lasts for a number of turns equal to the successes rolled and can be held for one turn extra at a cost of two essence points per turn. Gaia help the foolish shifter that runs out of essence with a creature still inside it.