By Gary Greenhill, for the Order of the Wyrm.
System: No roll is necessary but a full turn needs to occur to effect the change.
System: No roll is necessary; the character's body automatically changes as he goes deeper into the sea.
System: No roll is necessary, but the character must spend a blood point to effect the change, which takes a full turn. The Kindred can then move at twice the speed of a run when underwater.
System: This attack has a range of 10 feet for every point of Strength and Potence the character has. The character must make a Dexterity + Survival roll (difficulty six). The number of successes he scores is the number of successes the trapped being must score on a Strength roll (difficulty nine; Potence adds successes) to break free. The target can only be held in one of these jails at a time. The Kindred may dissolve it at will.
System: The character forms the blade by spitting blood into the air, which converts itself into a blade of ice. The blade does 2 Wound Levels for every Blood Point spent. The character makes an Intelligence + Melee roll to hit, but is used the same as any normal sword and can be used to make a called shot.
System: The character rolls willpower (difficulty 6) and the target rolls Stamina + Survival (difficulty 9). Each success causes the target to lose one health level and one blood point, and the Kindred gains one blood point. When the target reaches Incapacitated he is dehydrated. This power can be used against Vampires (who additionally resist with Fortitude); however the attacker does not gain any Vitae but the victim may enter Torpor through blood loss.
System: The character automatically turns into this form when he gains this discipline. In this form the Kindred takes only a quarter damage from any attack except fire or sunlight. It is not possible to stake the character. The Kindred loses a point off both Charisma and Appearance.
System: For every six Blood Points put into the creation of the Elemental it has six Power Points, two Rage points and one Gnosis point (this can be done to fractions). The Elemental has half the Willpower of the Kindred, and is completely controlled by him. This Blood Point loss is permanent. If the Kindred so desires he may completely transform himself into an Elemental by using up all his Blood Points; if this is the case he uses his full Willpower. In any case the Elemental created is unaffected by the Tremere Path of Elemental Mastery. He may not add Blood Points to the Elemental at a later date.
System: The Kindred may create or destroy an amount of water equal to his size per Blood Point spent. He may change, manipulate or alter an amount equal to ten times his size.
System: The change is automatic when the Kindred achieves this power, however the character must have Form of the Element before he gains this. All of the character's physical attributes effectively double, whereas all of the characters social attributes halve. Most notably though, the character's blood pool is also effectively doubled and the character gains three additional hurt body levels. The size of the dragon is equal to his true blood pool in feet. The dragon can not bite due to its liquid nature, however it can swallow and drown mortals. It can still buffet things with great force however. It may move at 100 miles per hour underwater.
System: No roll is necessary; the character can simply enter and leave the Umbra at will, taking just one round, regardless of the gauntlet in the area. The Kindred shows up blatantly as a creature of the Wyrm.