Added advantage: Calming pools- Golems of the water may bring other Kindred out of frenzy by looking them in the eye and expending two Social traits.
Added disadvantage: Golems of the water are unpredictable, and unstable. They must start play with a Derangement.
Basic:
Meld with Water: By spending a point of blood, the Golem may disappear into any source of water that is at least one inch deep and at least one foot by one foot wide. While melded with water the Golem is subject to any currents that may be present in the source of water. If the water source is dried up while the Golem is melded with it they suffer 2 levels of normal damage and revert to their natural state.
Frozen Blockade: By expending three points of blood and a Willpower, the Golem may create a wall of ice to form from the moisture in the air. The wall is 10 feet square by 1 foot thick and has four health levels. The dimensions may be increased with the expenditure of additional blood at the cost of 1 blood per 5 square feet or 1 point of blood for an additional health level. The wall takes double damage from fire.
Intermediate:
Bloat: By winning a mental challenge versus the victim’s physical traits, the golem may cause water to well up in the victim’s limbs. The Golem must make physical contact with the target and announce a number of mental traits that he wishes to expend. Each mental trait spent when activating this power extends it’s duration by 15 minutes. The target begins to fill with water causing debilitating pain, putting the target down 1 trait in all physical and mental challenges. Also, the victim is down 3 social traits due to the hideous ballooning caused by Bloat.
Advanced:
Dehydrate: Upon winning a mental challenge versus the target's physical, the golem using this power causes moisture to fly from the target. The golem spends mental traits to determine how much moisture is taken. This power works like Theft of Vitae when used on vampires (the Golem gains no sustenance through use of this power), though when used on mortals, Garou, etc, it does not extract blood, but water, causing one health level of damage for every two mental traits spent. A normal human will die after five levels of damage have been taken, and Garou will fall shortly thereafter.