Added advantage: Fire borne- Golems of the flame take weapons damage rather than aggravated damage from fire.
Added disadvantage: Golems of the flame are very passionate about everything and have an extremely hard time controlling their emotions. They may never spend Willpower to resist frenzy.
Basic:
Will of Fire: Fear of fire is one of the vampire’s biggest banes. The Golems of the flame would live in constant fear were it not for this discipline, for fire is a part of their very being. The Golem may ignore the effects of Rotshreck a number of times equal to the Golems permanent willpower score each night.
Feed the Inferno: By spending will power, the Golem can increase the intensity of a flame. The Golem must be able to see the flame that he wishes to intensify. Each willpower spent adds an extra level of aggravated damage to the amount of damage the fire inflicts. This effect lasts for one night or until the flame is extinguished.
Intermediate:
Blazing Armament: By spending a point of blood the Golem can wreath any melee weapon in flames. Once the weapon is on fire it deals an additional point of aggravated damage. This effect lasts until the weapon is no longer being wielded by the Golem or until The Golem dispels it.
Advanced:
Vulcan’s Whip: With this discipline, the Golem can create Searing tendrils of flame to sprout forth from any existing flame within 15 feet. These tendrils act much like the Obtenebration power; Arms of the Abyss except that they may act in any one action of combat as long as the Golem has the option of taking an action. The number of tendrils the Golem can have active at any one time is equal to the amount of blood the Golem can spend in a single round (An 8th generation Golem can create up to 3, while an 11th generation Golem may only have one). Each tendril costs one blood point to create. The tendril immediately becomes visible to anyone that may be looking in its general direction (can’t hide in shadows or under cars etc.). The tendrils have 6 physical traits. The Golem has the option of spending additional blood to add physical traits to the tendrils at a one-for-one cost. Damage dealt by Vulcan’s Whip is Aggravated.