The Order of the Wyrm

by Gary Greenhill, sandman@essex.ac.uk

Prologue

A treatise on the Order of the Wyrm by Louis Du'Can, House Quaesitoris, Order of Hermes, Vienna Tribunal on January 1, 1891. His last before his strange dissapearence on the 3rd of January that same year.

Greetings Magus,

I am delighted to be given the opportunity to present my treatise to you, such an esteemed audience. No doubt you have already read many works on the walking dead, most of whom make no real effort to hide from any but the mundane. I present to you here my studies of a group of the undead who have disconnected themselves from the usual groups that we encounter. I present here The Order of the Wyrm.

First let me explain to you my research in the subject. As you may be aware I have for a long time been studying our nocturnal friends to see what threat they pose to us and our Order. I came across in my studies information of a group who where dedicated to the maintaining of balance. This as you can imagine both delighted and intrigued me.

As you are aware some of the Kindred claim to be the children of Cain. Although the existence of these clans neither proves or disproves this theory it does suggest other possibilities. This is that the Kindred are not the creation of Him but of demons and spirits, more specifically in this case those of the traditional elements earth, water, air and fire.

The earliest I have been able to trace the Order is back to feudal Japan, this may suggest that these kindred are not an original Bloodline and had committed what the Kindred term Diablerie to achieve their status. The most likely alternative is that they had simply remained secretive up to that point.

What is this Order?, well as far as I can tell it is a group containing four Bloodlines, each devoted to an element. This Kindred seem to be devoted in balance of these elements, in that they will only oppose one when it is in excess. To this end no element is truly opposite to any other. In addition to balance of the elements these Kindred seem to prevent the total spread of human population, they create powerful disasters such as volcano eruptions, hurricanes, whirlpools and earthquakes.

These Kindred seem to follow many Japanese beliefs, however some of their influence may be found elsewhere. It is not unlikely that some of their members have been confused for the gods of the elements. These Kindred seem to follow a code of practice, and do so resolutely, much like the codes of Bushido and Buddhism, they have strict control in their order and one must follow the orders of their superiors implicitly, more so even then our special friends, the Tremere. This seems to be enforced fairly well as all of a very high generation and their creation is never on the whim, it is done only after a long study of the prospective member.

They seem to have temples to their order throughout time, this is often where the members are chosen. It is of interest now however that the mainstream religions have lessened their followers but increased their devotion. Less quantity more quality it seems.

From the mind of one of my subjects, an acolyte and potential member of the sect of air within the order I discovered that only kindred within the order, and who follow their code, can use the disciplines of each sect. Even then they must be truly devoted to one element only.

What the order essentially does is stop the complete spread of humans. By the very nature of Kindred some do this because they kill their victims, however most vampires like the spread of humans as it increases their herd. The kindred of each sect follow those in their sect of higher generation. Those of the highest generation occasionally meet to discus politics, such as what, where, when and how a 'disaster' should occur. These discussions are also taken place between those of fourth generation.

My subject also showed that each sect seems to be broken into sub divisions. He revealed that the sect of air had as the fourth generation four members, North, East, South and West winds, and the sect of water are Ao Ch'in, Ao Kuang, Ao Jun, and Ao Shun. It seems like each member has four members serving under him, but this is merely speculation. It is interesting to note, however, that in Japenese four means death.

The most frightening of all these elements (excuse the pun) is that of where the order gets its name. Those who have reached fourth generation can take on a form of a Wyrm, a dragon, a huge serpent, connected in form to their element. Even in the mind of my subjects this form was something to behold.

In conclusion I must say that this frightens me. If nature is controlled by these beasts what else is controlled and by whom. As with anything I have turned over a rock to find a mountain of rocks. I leave you with this report and the thought that if they control our environment, what controls them?

I bid you pleasant dreams my friends.

Order of the Wyrm

Note that there is strict control of the order by superior members.

Nickname: Dragons

Appearance: The members of the order are normally dressed in religious robes and garb. They are usually very fit people in early to mid twenties of any racial orientation (there has been gods of the element from most regions of the earth).

Haven: The Order usually resides in something to do with their element, the sky, the ocean, volcanoes or mountains. They also reside in small temples where they gain followers and recruits.

Background: All the members of the order have been acolytes in temples to the worship of the element. They are chosen for their physical, mental and social abilities as well as for devotion. Although they are fanatics they are not mad, they just follow very clear goals.

Clan Disciplines: Presence, Fortitude, and also one of Aquam, Auram, Ignem, or Terram.

Weakness: Every member of the Order has been brainwashed, dominated and Blood Bound by the generation above. This even includes those of third generation by beings unknown (see Disciplines). Although this does not get rid of free thought completely it does mean that each member is strictly controlled.

Organization: The Order is based on hierarchical control and division of work. Starting with the Dragons who are the leaders of each sect, these are Antediluvian's. Occasionally they wake from their hiding and discuss matters of the world, however they take orders from Something Else. These Dragons are Quetzalcoatl (air), Nai No Kami (earth), Phoenix (fire) and Shio-Zuchi (water). Those of fourth generation are known as Wyrms, it is these that are generally in charge of standard operations (the head field operators so to speak), there are four Wyrms for each sect. Then serving under those are the Snakes, these are between fifth and sixth generations. These are responsible for making minor disasters, recruiting of servants and disciples, guarding and running the temples. It is best not to confuse these snakes with Setites.

Quote: "Our Order is timeless, we are watching you. Forever."

Stereotypes:

The Camarilla - "What do we care for these undead. They no not what they are or what we are. They still act as if they are mortal. They play their role however."

"You expect me to believe that they are responsible for world disasters! Not only that, they are controlled by four Antediluvians who get along! Ha ha ha!"

- Derek Windsor, Ventrue primogen

The Sabbat - "They are the opposite and equal of the Camarilla. This is good in that they achieve balance. However like the Camarilla they do not understand the concept of immortality."

"You expect me to believe that four Antediluvians get along! Not only that, they are responsible for world disasters! Ha ha ha!"

- Nightshade, Member of the Black Hand

The Inconnu - "They are aware of immortality, and they are neutral. They seldom delve into the realm of mortals and politics. Maybe they are our opposites."

"Meep." - Mr. Change-for-a-Pound IV, fourth- generation Malkavian

Order of the Wyrm Disciplines

Each sect is attuned to one element. It is simply not possible to have more then one elemental Discipline. What does happen though is those of different sects work together, when that happens the results can be outstanding.

Aquam (water)
Level One
Eyes of the Deep

The character develops a sonar like ability when in water, with a range of 100 feet.

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

Level Two
Attune to the Deep

When the character reaches this level he becomes automatically attuned to deep sea pressures with absolutely no ill effect.

System: No roll is necessary, the characters body automatically changes as he goes deeper into the sea.

Level Three
Flow with the Tide

The character uses this power to become highly attuned to travel in the water and can move through it with ease and speed. The characters legs become joined by a thin membrane and flippers form, making the character look like a Merman.

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.

Level Four
Gaol of water

The Kindred spits blood at his victim which turns into a watery gaol.

System: This attack has a range of 10 feet for every point of Strength and / or 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 will.

Level Five
Blade of Ice

The Kindred with this power can cause his spittle to become a compressed blade which he may control. He may use it on anyone who is within his line of sight.

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.

Level Six
Geyser of VitŠ

The Kindred may take VitŠ from a victim from a distance. He accomplishes this by draining the victim of water 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 dehydrated. This power can be used against Vampires (who additionally resist with Fortitude), however the attacker does not gain any VitŠ but the victim may enter Torpor through blood loss.

Level Seven
Form of the Element

The Kindred turns his body into pure water. He retains his physical form but his body is that of a liquid.

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 drops a point off both Charisma and Appearance.

Level Seven
Create Elemental

The Kindred may use his blood to create a Water 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 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.

Level Eight
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.

Level Nine
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. The creature appears as a giant sea serpent, with neither 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 dragon can not bite due to its liquid nature, however at can swallow and drown mortals. It can still buffet things with great force however. It may move at 100 miles per hour underwater.

Level Ten
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, takeing just one round, regardless of the gauntlet in the area. The Kindred shows up blatently as a creature of the Wyrm.

Auram (air)
Level One
Gentle Caress of Air

This gives the character the ability to sense what the wind touches around him. In effect the character has a radar with a range of 100 feet.

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

Level Two
Breath of Gusto

This allows the character to blow out air (from his mouth) at an incredible rate as if it is a breeze of 20 m.p.h. The breeze will clear out clouds of vapours, put out candles, and anyone relying at all on hearing will have one less die on any perception roll related to that sense.

System: The Kindred spends one Blood Point and can maintain the gust for as long as he concentrates.

Level Three

Wings of the Whirlwind

With this power the character can call upon a great wind strong enough to carry him (and what he is wearing, but nothing else). It is not possible to concentrate on anything other than the flight as it requires fine control of the wind.

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.

Level Four
Wall of Tempest

The character can blow air out of his mouth, causing a wall of wind to form a shield in front of him. This makes it very difficult for things to go towards him.

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. Any ranged weapon used on the Kindred has his successes in using the power taken from their successes to hit.

Level Five
The Piercing Breeze

The Kindred with this power can cause the wind to become a compressed blade which he may control. He may use it on anyone who is within his line of sight.

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.

Level Six
Breath of VitŠ

The Kindred may take VitŠ from a victim from a distance. He accomplishes this by draining the victim of oxygen in both lungs and blood 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 suffocated. This power can be used against Vampires (who additionally resist with Fortitude) by making their blood useless, however the attacker does not gain any VitŠ but the victim may enter Torpor through blood loss.

Level Seven
Form of the Element

The character transforms into a being of pure air. The character is effectively insubstantial, but appears no different from her regular form.

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.

Level Seven
Create Elemental

The Kindred may use his blood to create an Air 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 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.

Level Eight
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.

Level Nine
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. It appears as a giant feathered snake (wings but not 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. Because the Kindred is formed of air it may not bite, however it can fly at 400 miles per hour.

Level Ten
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, takeing just one round, regardless of the gauntlet in the area. The Kindred shows up blatently as a creature of the Wyrm.

Ignem (fire)
Level One
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.

Level Two
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 R÷tschreck by anything except sunlight.

Level Three
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.

Level Four

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.

Level Five
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.

Level Six

Burning VitŠ

The Kindred may take VitŠ 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 VitŠ but the victim may enter Torpor through blood loss.

Level Seven
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.

Level Eight
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.

Level Nine
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.

Level Ten
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, takeing just one round, regardless of the gauntlet in the area. The Kindred shows up blatently as a creature of the Wyrm.

Terram (earth)
Level One
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.

Level Two
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.

Level Three
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.

Level Four
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.

Level Five
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.

Level Six
VitŠ of stone

The Kindred may take VitŠ 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 VitŠ but the victim may enter Torpor through blood loss.

Level Seven
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.

Level Seven
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.

Level Eight
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.

Level Nine
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).

Level Ten
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, takeing just one round, regardless of the gauntlet in the area. The Kindred shows up blatently as a creature of the Wyrm.