System: Spend 1 Blood and use your standard action to cause a body or pool of water up to the size of a refrigerator to reform into a simple shape such as a cube, ladder, or rope. Others who touch the shape find their hands pass through it like normal water but you may interact with and even walk on top of it if you so choose. As a standard action on a subsequent turn you can reshape the water and move it up to six steps. Once cast, the water keeps it shape for five minutes or until you use a simple action to end the effect.
Focus [Perception]: You may wield shaped water as up to two melee weapons and a set of armor while in combat. Each weapon may have two of the following attributes, Accurate, Armor Piercing, Disabling, Fast, Trip, or Reach. Armor may have two of the following traits, Ballistic, Chest Plate, Full Body, Hardened, or Impact Absorption. Armor from shape water cannot be used in conjunction with other armor. Only you are able to use the shaped water in battle.
System: Spend 1 Blood, use your standard action, and make an opposed challenge to cast an Ice Bolt at an enemy within 20 steps of your location. A successful Ice Bolt inﬂicts 3 points of damage when it strikes, then quickly dissipates into the air. In addition, you may also force your target to drop one item of your choice that they are holding in their hand.
Exceptional Success: Your Ice Bolt does an additional point of damage, for a total of 4 damage on each successful strike.
Focus [Wits]: You do not need to spend Blood to use Ice Bolt, though you must still use your standard action.
Prison of Water
System: Spend 1 Blood, use your standard action, and make an opposed challenge to restrain an enemy within 20 feet with shackles of water that appear on the ground at the victim’s feet. If you succeed, your target is held in place by the water and cannot move from the spot until the victim uses a minor action to defeat you in an opposed challenge of their Physical attribute + Brawl or Melee vs your Mental attribute + Occult, though the victim may perform other actions as normal.
The shackles of water remain for five minutes, until the victim breaks free, or until you decide to release the victim by expending a simple action, fall into torpor, or die. When released the water immediately dissipates into the air.
Focus [Wits]: You may expend a minor action and make an opposed challenge against an opponent currently restrained by Prison of Water. If successful, the shackles force their way into the targets mouth and try to drown them causing 2 damage, this has no effect if your victim does not need to breathe.
System: Spend 1 Blood, use your standard action, and make an opposed challenge to Dehydrate a target within 20 steps of your location. If you succeed, the target’s body rapidly loses it fluids, suffering 3 points of damage and blinding your opponent until your next everyman initiative as their eyes readjust from the loss of moisture.
Exceptional Success: Your use of Dehydrate does an extra level of damage, for a total of 4 points of damage per strike.
Focus [Perception]: Your Dehydrate causes your target to be blinded for the next two turns instead of just one.
System: Spend 1 Blood, use your standard action, and make an opposed challenge against up to three targets within six steps of each other as you summon a tidal wave to strike your opponents. You must make a separate opposed challenge against each of the defenders, but should you spend a point of Willpower to retest any of these opposed challenges, you also gain that retest for the remainder of the opposed challenges without spending further Willpower. If you spend a point of Willpower to retest after some challenges are resolved, you cannot go back to previous challenges you’ve lost and apply that Willpower retest retroactively. If you succeed, each of your targets takes 3 points of damage and is knocked prone.
After striking your opponents the wave dissipates leaving only a slight dampness, in addition, the water moves and disappears too fast to put out more than small mundane fires.
Exceptional Success: Your use of Tsunami does an extra level of damage, for a total of 4 points of damage per strike.
Focus [Wits]: Your Tsunami also knocks your victims up to five steps in a direction of your choosing though all defenders are knocked in the same direction.