Minions of the Deep
Discipline Power · Vampire · Level 4
By dripping his blood into a body of water, a koldun may summon or rouse embodied water elementals to serve him for a night. Such minions are infallibly loyal, if not especially clever. Despite their liquid form, they are solid enough to grab a man and drag him to a watery grave or pummel him like the crashing surf.
System: The player spends one Willpower point and makes the standard activation roll. With success, the player may spend blood to summon elemental minions. This blood must be dripped or flung into a body of water, which may require multiple turns depending on generational limits for blood expenditure.
Once the last drop of blood falls, the water rises into whatever form the koldun desires. The caster may create as many minions as blood points spent, though not more than the total number of successes rolled. Regardless of their form, the spirits have a rating equal to the vampire’s Wits in all Traits. These beings have no Knowledges and no Skills apart from Stealth. Furthermore, their Mental and Social Attributes are considered to have a rating of 1 except in passive or defensive situations (such as to resist persuasion or mind-control).
Water elementals soak and otherwise suffer damage as vampires, including from sunlight. Fire harms them less, inflicting bashing damage only. Moreover, the watery creatures may extinguish flames with their liquid bodies, though not without suffering injury. An elemental who leaves the body of water that spawned it suffers one level of aggravated damage per hour. Minions regenerate one level of damage of any kind (including aggravated) each turn they remain in contact with a large body of water, but do not otherwise heal. Unless destroyed, summoned minions last until the next dawn before collapsing into inanimate puddles.
Part of The Way of Water