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MET LARP SRD

(2013 BNS MET System)

Water Mastery

Level 1
1 Blood
Thaumaturgy

The Path of Neptune’s Might • Level 1

Some say the sea is the memory of the world, preserving her secrets and treasures for a future age. Many cultures hold reverence for bodies of water that sustain life and grant reprieve to the weary. You have the talent for communing with the seas, lakes, streams, and even small ponds; peering into them as you would another’s soul, learning their secrets and the truth of what is hidden within the depths, and causing them to react to your will.

Cost

1 Blood

Focus

Perception

When you activate this power, you may choose from any of the power’s 3 applications, without the need to activate them in order.

System

You can commune with a pool of water, causing it to obey your commands. Spend your standard action and 1 point of Blood. You may choose to pour the blood into the water in an offering to the spirits, though this is not required. The pool of water will respond to you as follows:

First Cumulative Application: You may choose to influence the composition of the water, raising or lower its temperature. In large bodies of water, you can only alter the temperature up to one square mile in radius around you by a few degrees. In small ponds or bodies of water no larger than an olympic swimming pool you can change the temperature to a deep freeze or just below a boil or anywhere in between. This effect lasts for 1 hour. During this time, you may alter the temperature within the permissible range by spending another standard action. The temperature change occurs over the span of one turn. A character trapped in a body of water frozen with this effect must succeed in a static challenge using her Physical attribute + Brawl test pool against a difficulty of 10 to escape.

‡ Second Cumulative Application: You can now enter into a communion with the pool of water. You may ask the pool of water to reveal an event which took place within the past 24 hours which will be replayed in the reflection of its depths, visible to all. Alternatively, you may ask it to reveal the location of any item which may be immersed or submerged within it. In larger bodies, this ability is limited to objects and events within a single square mile of your current location.

‡ Third and Subsequent Cumulative Applications: To a limited extent you may command the water to animate. You may ask it to part up to 100 yards so that you and any allies may pass. Alternatively, you may direct it to surge against a vessel no larger than a fishing boat or living target that is in the water or against a living target within 5 steps of it. Initiate an opposed challenge using your Mental attribute + Occult skill versus the target’s Physical attribute + Dodge or Drive skill, as appropriate. If you succeed against a vessel it becomes capsized, and if you succeed against a living target, they are knocked prone.

This power only functions on inanimate bodies of water. Animated bodies of water such as water spirits or elementals or water under magical applications such as Flowing Wall are not affected. Similarly, holy water blessed by individuals with True Faith cannot be affected.

Source: MET - VTM - V2 (2021)