Ignem

By Gary Greenhill, for the Order of the Wyrm.

* Eyes of fire: The character can see in both the infra-red and ultra- violet spectrum. This allows the character to see in darkness but not as clearly as daylight, further more the character can follow heat trails. The characters eyes appear to burn with an eerie orange light.

System: No roll is necessary but a full turn needs to occur to effect the change.

* Blood of the Furnace: The characters blood becomes unnaturally hot as the character becomes more attuned to his element. Wounds from fire and heat are no longer aggravated to this character, however sunlight (and powers which recreate sunlight) still effects him as normal. Kindred drinking the blood will take aggravated damage equal to the amount of blood drained.

System: No roll is made, this change is automatic when the character reaches this level of Discipline. The character will no longer enter Rötschreck by anything except sunlight.

*** Blood of the Volcano: The characters blood can become superheated. While in this form the character is completely immune to all forms of fire and heat, except sunlight. Note that all clothing worn by the character will burn as will any flammable ground he may be standing on.

System: Each round that the character wishes this to be effective costs a Blood Point. The burning touch is difficulty six to soak by anybody with Fortitude, and causes one aggravated wound. Note that this can be in addition to any normal hand to hand attack.

**** Heart of the Volcano: The character becomes more resistant to both sunlight and fire.

System: Any soak roll against sunlight or fire is made with a difficulty of two less.

***** Tongue of Flame: The character may spit his burning blood at his foes, doing aggravated wounds. This spittle appears to burn in the air and causes many of the same effects as napalm.

System: This attack has a range of 10 feet for every point of Strength and / or Potence the character has. It does two dice of aggravated damage for every Blood Point expended in the fiery phlegm.

****** Burning Vitę: The Kindred may take Vitę from a victim from a distance. He accomplishes this by draining the victim of heat which goes into himself.

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 frozen to death. This power can be used against Vampires (who additionally resist with Fortitude), however the attacker does not gain any Vitę but the victim may enter Torpor through blood loss.

******* Form of the Element: The Kindred may turn his body into magma and lava. He retains his physical form but his skin becomes hardened lava, his blood flows with magma. He is completely unaffected by fire and heat (or cold for that mater), apart from sunlight.

System: The character simply enters this form when he gains this Discipline. When in this form the character gains effective armour rating of six, however the character drops one point of Dexterity and has an Appearance of zero. This form is a frightening sight, mortals should make courage checks when they see it.

******** Create Elemental: The Kindred may use his blood to create a Fire Elemental (as per the Werewolf book). This Elemental is actually part of him and is completely controlled by him, although it is slightly free thinking. The Kindred may only create one at a time.

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.

******** Elemental Control: The Kindred may control vast amounts of his element. This power may be frightening on its own, but it also used cooperatively for more dramatic effects. Also note that if a Kindred is in the Form of the Wyrm his size has increased dramatically.

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.

********* Form of the Wyrm: Once a Kindred has this power he is truly a creature to be feared, for he turns into a dragon of legend. This beast looks like a giant bird of fire, with the body of a snake. Its body is made up of hard magma, but its wings appear to be made of fire.

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. The bite of this beast does Strength + six aggravated damage. It may fly at twenty miles per hour.

********** Avatar: The character has the power to enter the Umbra and any realm corresponding to his element at will. Any elemental that is part of the same element is completly under the control of the kindred.

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.