Aquitus
By ??? (Contact me if you are the author or know who is). A discipline of the Aquaterra bloodline.
* Conquer Aquatic Fear
With this power, vampires are capable of overcoming any innate fears of water that they may have. Vampires can, in turn, inflict this perpetual fear of the waters of the world upon unsuspecting beings with the whisperings of death, harm, or becoming lost to the waters murky depths.System: With this power, the vampire suffers no negative effects from water (fear, damage, etc.). With the expenditure of a blood point, the vampire can cause other beings the same fear that some vampires feel. In such cases, have a mortal target make a Willpower roll difficulty 10 - Courage. Any undead afflicted with this power must make a frenzy check roll.
** Clarity
Some vampires are said to have perfect vision as they pursue any aquatic vessels (divers, sharks, etc.). This power grants the vampire perfect 20/20 vision while they are in the confines of bodies of water. Vampires with this power suffer no penalties for aim and they gain an automatic success while making underwater search rolls.
*** Fluid Drain
A vampire fresh out of an hour's sojourn in the water is not a pretty sight. Many a vampire has been blood hunted for Masquerade endangerment due to an excessive amount of water drainage, slowly drying from their bodies. Their nightly water operations had either drawn in hunters (by water trails) or had caused them to gain large amounts of weight over the course of one night (making their pursuits all the easier). This ability corrects that problem. Vampires that activate this power will drain large quantities of water that they have acquired through the pores in their immortal flesh within a short period of time. For the cost of a blood point, vampires can expel all the water in their bodies' cavities within a few short minutes, through the pores of their skin.
**** Current Control
Vampires with this skill are capable of controlling the currents of the water that immediately surround them. They can redirect (or speed up, slow down, etc.) water in a sphere of 100 meters, where they are the center of the "sphere of control" Two blood points will allow a vampire to manipulate the water's current. The sphere encompasses 100 meters and any being (with exception of the vampire using the power) is subject to a one to three increase in the difficulty to perform an action.
***** Seal Skin
With this ability, a vampire may slicken her skin to the likes of a seal. This will cause an increase in her underwater movement and agility. Two blood points will cause the ST to treat this power as one level of Celerity, as long as the vampire remains under water! Any vampire with Celerity gains a temporary +1 to her Celerity, again; the bonus is lost a soon as the vampire leaves the water. The bonus is regained upon returning to the water and expending another blood point.