Terram

By Gary Greenhill, for Order of the Wyrm.

* Feel the Gentle Tremor: By sending a tremor through a solid object the kindred can sense how thick the object is.

System: The Kindred must place his hand on the area and concentrate for a turn.

** Heart of the Mountains: The character becomes heavier and more solid like stone. The Kindred skin even looks more like rock.

System: The change is automatic when the character gains this power. The Dexterity of the character is reduced by one, but he gains an additional three soak dice of armour.

*** Craft of the Sculptor: This allows the Kindred to mould solid stone as though it was soft clay.

System: The character may mould up to his mass in rock for each Blood Point spent.

**** Hands of Earth: This power causes the earth to be animated from a distance, and although it may not do things requiring fine manipulation it may lift and grapple.

System: The character spends a Blood Point and can effectively use Craft of the Sculptor at any location that is in his line of sight.

***** Breath of the Medusa: This power enables the Kindred to spit blood which causes what it hits to petrify. All parts that have been turn to stone are aggravated damage

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 phlegm.

****** Vitæ of stone: The Kindred may take Vitæ from a victim from a distance. He accomplishes this by draining the victim of solid mater 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 turned into a jellied mass. This power can be used against Vampires (who additionally resist with Fortitude), however the attacker does not gain any Vitæ but the victim may enter Torpor through blood loss.

******* Form of the Element The Kindred turns into a statue like being, looking and feeling as hard as stone.

System: The Kindred simply enters this form when he gains this power. Twelve successes are needed to stake the character in melee. The character takes one quarter damage from all physical attacks when in this form, however he drops one point of Appearance.

******* Create Elemental: The Kindred may use his blood to create an Earth Elemental (see the Werewolf book for ideas). 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 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.

******** 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. He appears to be made of solid rock and does not have wings or legs.

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 jaw of the beast does Strength + 8 aggravated damage. It may move through the earth as though it had the level 6 Protean ability of Earth Control (Players Guide).

********** 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.