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Protean allows the Kindred the mystical ability to
manipulate his physical form. Some vampires believe
the power stems from a heightened connection to the
natural world, while others consider it to be a magnification
of the mark of Caine. Whatever its basis may
be, those that develop this Discipline can grow bestial
claws, take on the forms of bats and wolves, turn themselves
into mist, and even meld into the very earth itself.
Transformed Kindred can generally use other Disciplines
— vampires in wolf form can still read auras and
communicate with other animals, for example. However,
the Storyteller may rule that certain Disciplines
may not be used in specific situations. The Kindred’s
clothes and personal possessions also change when he
transforms (presumably absorbed within his very substance),
although armor and the like do not provide
any benefit while transformed.
Vampires cannot change or transform large objects or
other beings; Protean is a personal expression of power.
A Kindred who has been staked (thereby trapping his
soul within his body) cannot transform. Some vampires
believe that those who have mastered the highest
levels of Protean can deny this limitation, however.
The Gangrel Clan is well known for their mastery of
Protean, although other Kindred have learned some of
this Discipline’s secrets from these bestial Cainites.
• Eyes of the Beast
The vampire sees perfectly well in pitch darkness,
not requiring a light source to notice details in even
the darkest basement or cave. The vampire’s Beast is
evident in his red glowing eyes, a sight sure to disturb
most mortals.
System: The character must declare his desire to call
forth the Eyes. No roll is necessary, but the change requires
a full turn to complete. While manifesting the
Eyes, the character suffers a +1 difficulty to all Social
rolls with mortals unless he takes steps to shield his
eyes (sunglasses are the simplest solution). (A vampire
without this power who is immersed in total darkness
suffers blind-fighting penalties as per p. 274.)
•• Feral Claws
The vampire’s nails transform into long, bestial claws.
These talons are wickedly sharp, able to rend flesh with
ease and even carve stone and metal with little trouble.
The Beast is prominent in the claws as well, making
them fearsome weapons against other immortals. It’s
rumored that some Gangrel have modified this power
to change their vampiric fangs into vicious tusks.
System: The claws grow automatically in response to
the character’s desire, and can grow from both hands
and feet. The transformation requires the expenditure
of a blood point, takes a single turn to complete, and
lasts for a scene.
The character attacks normally in combat, but the
claws inflict Strength + 1 aggravated damage. Other
supernaturals cannot normally soak this damage, although
a power such as Fortitude may be used. Additionally,
the difficulties of all climbing rolls are reduced
by two.
••• Earth Meld
One of the most prized powers within Protean,
Earth Meld enables the vampire to become one with
the earth. The immortal literally sinks into the bare
ground, transmuting his substance to bond with the
earth.
Though a vampire can immerse himself fully into the
ground, he cannot move around within it. Further, it
is impossible to meld into earth through another substance.
Wood slats, blacktop, even artificial turf blocks
Earth Meld’s effectiveness — then again, it’s a relatively
simple matter for a vampire at this level of power
to grow claws and rip apart enough of the flooring to
expose the raw soil beneath.
By interring himself in the ground, the vampire gains
full protection from daylight when outdoors. It is also
the method of choice for those Kindred who wish to
sleep away the centuries; these vampires lock themselves
in the earth’s embrace, gaining strength and
power as they rest. Superstitious and paranoid Kindred
whisper that thousands of Ancients sleep within the
ground and will awaken when Gehenna arrives.
While so interred, the vampire is in a transitional
state between flesh and earth. His physical presence
exists between the physical world and the astral plane.
As such, the vampire is difficult to sense, even through
supernatural means. However, a disruption to the soil
that the immortal occupies, or to his presence on the
astral realm, returns him immediately to the physical
world (and to full wakefulness), showering dirt outward
as his body displaces the soil.
System: No roll is necessary, although the character
must spend a blood point. Sinking into the earth is
automatic and takes a turn to complete. The character
falls into a state one step above torpor during this time,
sensing his surroundings only distantly. The player
must make a Humanity or Path roll (difficulty 6) for
the character to rouse himself in response to danger
prior to his desired time of emergence.
Since the character is in an in-between state, any attempts
to locate him (catching his scent, scanning for
his aura, traveling astrally, and so on) are made at +2
difficulty. Astral individuals cannot affect the vampire
directly, instead meeting with a kind of spongy resistance
as their hands pass through him. Similarly, digging
in the material world encounters incredibly hardpacked
earth, virtually as dense as stone.
Attempts at violence upon the submerged vampire
from either side return him to his physical nature, expelling
the soil with which he bonded in a blinding
spray (all Perception-based rolls are at +2 difficulty for
the turn). The character himself subtracts two from
his initiative for the first turn after his restoration, due
to momentary disorientation. Once expelled from the
earth, the vampire may act normally.
•••• Shape of the Beast
This endows the vampire with the legendary ability
to transform into a wolf or bat. A Kindred changed
in this way is a particularly imposing representative
of the animal kingdom. Indeed, he is far superior to
normal animals, even ones possessed by Subsume the
Spirit. He retains his own psyche and temperament,
but can still call upon the abilities of the beast form
— increased senses for the wolf and flight for the bat.
Gangrel are reputed to change to other animal forms
better suited to their environment — jackals in Africa,
dholes in Asia, and even enormous rats in urban environments
— a feat that other Clans learning Protean
cannot seem to duplicate.
System: The character spends one blood point to assume
the desired shape. The transformation requires
three turns to complete (spending additional blood
points reduces the time of transformation by one turn
per point spent, to a minimum of one). The vampire
remains in his beast form until the next dawn, unless
he wishes to change back sooner.
While in the animal’s shape, the vampire can use any
Discipline he possesses except Necromancy, Serpentis,
Thaumaturgy, or Vicissitude (as well as any others
the Storyteller deems unavailable). Furthermore, each
form gives the character the abilities of that creature.
In wolf form, the vampire’s teeth and claws inflict
Strength + 1 aggravated damage, he can run at double
speed, and the difficulties of all Perception rolls are reduced
by two. In bat form, the vampire’s Strength is reduced
to 1, but he can fly at speeds of up to 20 miles per
hour, difficulties for all hearing-based Perception rolls
are reduced by three, and attacks made against him are
at +2 difficulty due to his small size.
The Storyteller may allow Gangrel to assume a different
animal shape, but should establish the natural
abilities it grants the character.
••••• Mist Form
This truly unsettling power enables the vampire to
turn into mist. His physical shape disperses into a hazy
cloud, but one still subject entirely to the immortal’s
will. He floats at a brisk pace and may slip under doors,
through screens, down pipes, and through other tiny
openings. Although strong winds can blow the vampire
from his chosen course, even hurricane-force winds
cannot disperse his mist shape.
Some Kindred feel that this power is an expression of
the vampire’s ultimate control over the material world,
while others believe that it is the immortal’s soul made
manifest (damned though it may be).
System: No roll is required, although a blood point
must be spent. The transformation takes three turns to
complete, although the character may reduce this time
by one turn for each additional blood point spent (to
a minimum of one turn). Strong winds may buffet the
character, although Disciplines such as Potence may
be used to resist them. Vampires in Mist Form can perceive
their surroundings normally, although they cannot
use powers that require eye contact.
The vampire is immune to all mundane physical attacks
while in mist form, although supernatural attacks
affect him normally. Also, the vampire takes one fewer
die of damage from fire and sunlight. The character may
not attack others physically while in this state — this
includes encountering another vampire in mist form.
He may use Disciplines that do not require physical
substance, however.
••••• • Earth Control
An Earth Melded character with this power is no
longer confined to the resting place she selected the
night before. She can pass through the ground as if it
were water, “swimming” through the earth itself. Some
elders use this as a means of unobstructed and unobtrusive
travel, while others find it a highly effective means
of maneuvering in combat.
System: This power is in effect whenever a character
is Earth Melded, with no additional roll or expenditure
necessary. While in the ground, a vampire can propel
herself at half of her normal walking speed. She cannot
see, but gains a supernatural awareness of her underground
surroundings out to a range of 50 yards or meters.
Water, rock, tree roots, and cement all effectively
block her progress; she can only move through earth
and substances of similar consistency, such as sand or
fine gravel. If two or more vampires attempt to interact
underground, only direct physical contact is possible.
All damage dice pools in this case are halved,
and dodge and parry attempts are at -2 difficulty. If
an underground chase takes place, it is resolved with
an extended, contested Strength + Athletics roll (see
p. 261).
••••• • Flesh of Marble
Tales have long spoken of the combat prowess of
Gangrel elders and of their inhuman resilience. Poorly
informed individuals believe the stories of swords shattering
and bullets flattening against immortal skin
to be exaggerated reports of the effects of Fortitude.
Those with more reliable information know that such
tales result from encounters with vampires who have
developed Flesh of Marble. The skin of an elder with
Flesh of Marble becomes in essence a sort of flexible
stone, although it appears (and feels) no different than
normal skin and muscle.
System: The player spends three blood points to activate
Flesh of Marble, which goes into effect instantly.
The effects of the power last for the remainder of the
scene. While the power is functioning, the damage dice
pools of all physical attacks made against the character
are halved (round down). That includes assaults made
with fists, claws, swords, firearms, and explosions, but
not fire, sunlight, or supernatural powers (unless the
effect in question is a direct physical attack, such as a
rock hurled by means of Movement of the Mind). Additionally,
while this power is in effect, a character can
attempt to parry melee attacks with his bare hands as if
he were holding some form of weapon.
••••• •• Restore the Mortal Visage
Cainites are of two opinions regarding this power.
Those who are politically active, or who associate extensively
with mortals, view it as both necessary and
acceptable. Those Kindred who embrace their more feral
sides, however, see it as a disgusting defiance of the
very nature of vampirism. The schism comes because
the power allows the elder who possesses it to temporarily
return his appearance to what it was before the
Embrace, removing the bestial features he has accumulated
over the centuries. Restore the Mortal Visage
has only been displayed by Gangrel; several Nosferatu
elders have attempted to develop it, and it is whispered
that they met spontaneous, grotesque Final Deaths
when they attempted to take their mortal forms.
System: The player spends three blood points and
a Willpower point and rolls Willpower (difficulty 8).
Success restores the character’s appearance to what it
was just before he was first Embraced, erasing all physical
or social animalistic features gained from frenzies
(see p. 55). The power also affects any of the character‘
s affected Traits relating to social interaction, returning
them to their original values (for example, lost
Appearance dots return, but Humanity points removed
due to frenzy are not). A botched Willpower roll earns
the character another feature, as per the Gangrel Clan
weakness. Once activated, Restore the Mortal Visage
lasts for the remainder of the scene.
••••• •• Shape of the Beast’s Wrath
Users of this power are often mistaken for Tzimisce
employing the Vicissitude power Horrid Form. A vampire
employing this power shifts into a huge, monstrous
form, gaining half her height again and tripling her
weight. Her overall shape flows into an unholy amalgamation
of her own form and that of the animal she
feels the closest kinship to (wolves, rats, and great cats
are the most common manifestations, though ravens,
serpents, bats, and stranger beasts have been reported).
The vampire’s new shape does bear some vague resemblance
to the war-forms of the werecreatures, but the
difference quickly becomes apparent.
System: The player spends three blood points, the
expenditure of which triggers the change. The character’s
transformation takes three turns (the player may
spend additional blood points to reduce this time at a
cost of one point per turn of reduction). Once transformed,
the character remains in this form until sunrise
or until she shifts back voluntarily.
The precise Traits of this form are determined when
the character first learns this power, as is the animal
whose appearance the character takes on. The vampire’s
new form adds a total of seven dots to the character’s
Physical Attributes. At least one dot must go
into each Physical Attribute, meaning that no more
than five can go into any one (so a character could
have +5 Strength, +1 Dexterity, and +1 Stamina, but
not +2 Strength and +5 Dexterity). These bonuses are
always the same once they are selected; a different allocation
requires that the character buy this power a
second time and thus purchase another alternate form.
Additionally, the character inflicts Strength + 2 dice
of aggravated damage with both bite and claw attacks
when in monstrous form. She also gains an extra Hurt
health level, and doubles her normal running speed.
Finally, the character’s perceptions are also heightened.
She is assumed to have both the Auspex power
Heightened Senses and the Protean power Eyes of the
Beast after transformation, with all of the benefits and
drawbacks of each.
This form does carry two additional drawbacks. The
first is a lack of communication ability. The character’s
Social Attributes all drop to 1, or to 0 if they already
were 1 (except when making Intimidation rolls) when
the transformation occurs. The second problem that
a character in this form encounters is the suddenly
heightened power of her Beast. All difficulties of rolls
to resist frenzy are increased by two for the duration of
the power’s effect, and the player may not spend Willpower
points on such rolls.
••••• •• Spectral Body
This powerful variation on Mist Form allows a vampire
to take a shape with most of the advantages of the
lesser power but fewer of the disadvantages. A vampire
who assumes Spectral Form retains his normal appearance,
but becomes completely insubstantial. He walks
through walls and bullets with equal ease, and can pass
through the floor on which he stands if he chooses to.
Although his lungs are no longer solid, the vampire can
still speak, a fact in which some elders of the Daughters
of Cacophony bloodline have expressed great interest.
System: The player spends three blood points. The
transformation takes one turn to complete, and lasts
for the rest of the night unless the character decides to
reverse it. When the power takes hold, the character
becomes completely insubstantial, but remains fully
visible. Henceforth, he is unaffected by any physical
attacks, and he doubles his dice pool to soak damage
from fire and sunlight. The vampire may even ignore
gravity if he chooses to do so, rising and sinking through
solid objects if he does not wish to stand on them (although
he may move no faster than his normal walking
speed while “flying” in this manner). While in this
form, the character may also use any Disciplines that
do not require physical contact or a physical body. On
the downside, while in Spectral Form, a vampire can
physically manipulate his environment only through
the use of powers such as Movement of the Mind.
••••• ••• Purify the Impaled Beast
Camarilla records indicate that a disproportionately
small number of Gangrel elders were killed by mortals
and Anarchs during the Inquisition and the Anarch
Revolt. This power is one of the primary reasons for
the survival of these Kindred. An elder with this Protean
power can expel foreign objects from her body
with great force, even excising stakes that transfix her
heart.
System: The player spends three blood points and
rolls Willpower (difficulty 6, or 8 if the vampire is paralyzed
by an object impaling her heart). One success is
sufficient to remove all foreign objects and substances
from the character’s body. Dirt, bullets, and even stakes
through the heart are instantly and violently removed.
The larger the object, the farther away it is hurled by
this power. Objects expelled thus are considered to
have an attack dice pool of three for any bystanders,
and to have a dice pool of one to four (depending on
size) for damage. If the character wishes to leave an object
in his body (such as a prosthetic limb) or partially
in (expelling a stake from his heart but leaving it sticking
out of his breastbone as a ruse), the player must also
spend a Willpower point when activating this power.
••••• •••• Inward Focus
This power has no outwardly visible effects whatsoever.
Indeed, its very existence is unknown outside
those Gangrel Methuselahs who have developed it.
The internal effects of this razor-sharp honing of Protean,
however, are in some ways more dramatic than
any external manifestation. A vampire with this power
can heighten the efficiency of his undead body’s internal
workings to levels undreamed of by lesser Kindred,
withstanding inconceivable amounts of injury and
moving with blinding speed and shattering strength.
System: The player spends four blood points to activate
this power and an additional two blood points
for every turn past the first that Inward Focus is maintained.
There are three effects of this power: First, the
character gains a number of extra actions during each
turn equal to his unmodified Dexterity score. Second,
the damage of his physical attacks is increased by three
dice per dice pool. Finally, all damage inflicted on the
character is halved and rounded down after the soak
roll is made (so an attack that inflicts five health levels
after soak is reduced to two health levels).
This power may be used in conjunction with other
Protean powers that modify the character‘s combat
abilities, such as Shape of the Beast’s Wrath (above).
It may also be used in conjunction with Celerity, Fortitude,
and Potence, turning a vampire who has mastered
this power into a truly terrifying opponent.

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