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: The Kindred spends one Blood Point and can maintain the gust for as long as he concentrates.
System: The character spends one Blood Point to enable this ability and it lasts as long as the character concentrates. Speeds of up to 60 m.p.h. are possible. To do any other action while this is operational is at an increased difficulty of two (this does not include damage and soak). The character may dodge while in this form without the penalty, in fact if the character is in open space he has an extra three dice to dodge.
System: The character spends a blood point and can keep this power for as long as he concentrates. He must roll his Willpower against a difficulty six to determine the strength of the power each turn, if he botches this roll the power ends. To walk towards the Kindred the opposer must roll his Strength against a difficulty of eight (and add Potence), if this roll has greater successes than the Kindred then he has reached him. All ranged weapons used on the Kindred has his successes in using the power taken from their successes to hit.
System: The character forms the blade by spitting blood into the air, which converts itself. 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 has suffocated. This power can be used against Vampires (who additionally resist with Fortitude) by making their blood useless. The attacker does not gain any Vitae but the victim may enter Torpor through blood loss.
System: The character changes automatically into this form when he gains this power. The character gains all the benefits of Form of Mist when in this form.
System: For every five Blood Points put into the creation of the Elemental it has five Power Points, one Rage point 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 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 characters physical attributes effectively double, whereas all of the characters social attributes halve. Most notably though, the characters 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. Because the Kindred is formed of air it may not bite, however it can fly at 400 miles per hour.
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.