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New Clan Abilities (Gangrel)
in Kombinierte neue Disziplinen 13.03.2016 12:11von Quatamoc (gelöscht)

Discipline Powers
Blissful Summer (Protean Level ••••• •)
Although most vampires must return to their normal
physical form when they sleep, Gangrel who have mastered
Protean to this extent may remain in Mist Form even
while comatose during the day. This power offers great
protection, though it is not invulnerable, and fire and
sunlight can still injure the vampire. Further, a vampire
sleeping in Blissful Summer is not roused by noise or
activity in her area.
System: No roll is required to activate Blissful Summer,
but the transformation requires the expenditure of five
blood points. Once activated, the user remains in Mist
Form (V20, p. 200) until the next dawn, whereupon the
vampire resumes physical form. Physical attacks cannot
affect a vampire sleeping in Mist Form, though fire and
sunlight can still harm her. The vampire cannot awaken
before dusk unless her Mist Form is injured.
Shape Mastery (Protean Level ••••• •)
It is one thing to master your own flesh and shape
your form, but it’s something else to force your will upon
another, demanding that his or her physical form take the
shape you command. Certain exceptional elder Gangrel
have mastered this ability, and can use his or her blood
to overcome another individual’s native command of
shapeshifting. For this power to function, some portion
of the Gangrel’s blood must have been ingested by or
otherwise be in contact with the target’s flesh or worn
clothing, whether unwillingly or willingly.
System: The Gangrel must first place her blood on the
target. If the target has successfully attacked the Gangrel
with natural weapons, or with a short weapon like a knife,
it fulfills this requirement. Otherwise, the Gangrel must
smear at least one blood point worth of her vitae on the
target by making a successful attack or by making a small
blood mark on an unsuspecting target. This may be done
in advance, but the blood must still be wet (within a few
minutes), and the subject must be in line of sight in
order for this power to be viable. Thereafter, the Gangrel
activates this power by spending an additional blood point
and making a Perception + Survival roll (difficulty 7).
Two successes are required to force the target out of his
shape-shifted form and into her native (original) shape.
While this power is active, the individual cannot assume
any other form. This power persists for a full scene, or until
the target removes the Gangrel’s vitae from his body (or
clothing), whichever is sooner. The process of cleansing
oneself of the Gangrel’s blood takes at least one full turn
of action. If the target has actually consumed the Gangrel’s
blood, then she cannot remove the blood so easily.
Use of this power will persist for the full scene, and
Shape Mastery may be attempted again thereafter (this
power does not consume the blood with its use), so long
as the Gangrel still has line of sight. If the target chooses
to resume his adapted form after this power ends, she
must reactivate that power, incurring any associated costs,
and performing any appropriate rolls.
This power is effective on the shapeshifted forms
of Obtenebration, Protean, Serpentis, Thaumaturgy,
and Vicissitude at levels equal to or lower than the
vampire’s Protean. Further, it also confounds the native
shapechanging abilities of other supernatural creatures,
such as Lupines and Fae.
Smoke and Mirrors
(Protean Level ••••• •)
One of the most notable and fascinating powers of the
Gangrel is the ability to turn to mist. Some elder Gangrel
have found a way to harness this power and use it on
instinct, converting themselves to mist in order to avoid
the most threatening blows.
System: When attacked, you may spend four blood
points to turn instantly to mist, as per Mist Form (V20, p.
200). The attack automatically misses you, and you revert
to your physical form once the immediate danger is past.
You may activate this power reflexively once damage is
determined, but as soon as damage is marked down or
the scene has moved on from damage determination, you
may no longer use this power on that damage.
Animal Swarm (Protean Level ••••• ••)
Upon activating this power, the Gangrel dissolves into a
swarm of small creatures, such as rats, crows, or scorpions.
The creatures remain under the Gangrel’s control, and he
may direct them in unison or as individuals.
System: The Gangrel may disperse into as many creatures
as he has blood points, with each creature carrying that
one blood point; he may choose to form fewer creatures,
in which case the blood points are divided as evenly as
possible among them. The creatures may act in concert,
or individually follow a simple plan such as “scatter and
hide.” The Gangrel may pay close attention to only one
component creature at a time. For example, he may listen in
on a conversation using the body of one rat, while directing
the dozen others to keep moving and avoid detection.
While using this power, each creature within the swarm
of animals must remain within 300 yards/meters of one
another; any animal that leaves this radius immediately
dissolves into ash, and the vampire forfeits the blood
carried by that creature. The vampire may reform from
any of the creatures in the swarm, but when she reforms,
all animals within 10 yards/meters are drawn back into
her physical substance. Other animals (those who are
too far away) dissolve into ash, and the vampire forfeits
their blood.
This power takes one turn to take effect, and lasts
until sunrise or until the Gangrel chooses to retake his
humanoid form. At that time, all of the component
creatures present are re-absorbed into the Gangrel’s body,
along with the blood points that animal carried. If this
leaves the vampire with less than three blood points,
she must immediately check for frenzy. Creatures who
do not rejoin the Gangrel’s body may be reabsorbed at
any time, though if there is only one creature left in her
swarm, the Gangrel immediately reverts to her natural
physical form.
The vampire must reform at sunrise. She may choose
which creature out of the swarm in which to re-incorporate.
Any creatures not reabsorbed dissolve into small piles of
ash and blood at dawn.
The vampire may use the following Disciplines while in
Animal Swarm: Auspex, Celerity, Fortitude, Obfuscate,
and Potence. The individual creature that is the tangible
source of the power must fuel any Disciplines that require
the expenditure of blood. Creatures reduced to zero blood
points are immediately destroyed.
Mythic Form (Protean Level ••••• •••)
Some Gangrel have so mastered the powers of Protean that
they can shapeshift into creatures of legend — massive beasts
whose existence is known only in myth. This mythical beast
is usually something important to the individual Gangrel’s
culture or psyche, and must be non-human. A griffin,
sphinx, dragon, thunderbird, or kirin would be appropriate
manifestations of this power for more ancient Gangrel;
younger vampires who achieve this level of Protean mastery
might choose similar creatures, or more modern legends such
as the Loch Ness monster, a chupacabra, or the jersey devil.
In addition to the great size and terrifying form of these
creatures, a Gangrel who takes Mythic Form also acquires
some of the special abilities commonly attributed to the
beast; a griffin, for example, would have the ability to fly
and a devastating claw attack. Once a character’s mythic
form has been chosen, it is set for the character’s existence.
System: A character must spend three blood points to
transform into Mythic Form. The transformation requires
three turns (spending additional blood will not speed the
change, but the Gangrel may continue to act normally as
the transformation occurs). Mythic Form lasts until the
next sunrise, or until the vampire returns to her natural
form. The type of creature, and its specific mechanics,
must be determined when the vampire first learns this
ability, and may not be changed thereafter.
When you purchase this power, divide 9 points as
bonuses to Strength, Dexterity, and Stamina. In addition,
choose one defensive bonus, one offensive bonus, one
movement bonus, and one special power (listed below).
Non-standard bonuses are possible, but require Storyteller
approval.
Defensive Bonus (Choose 1)
• Armor Plating: You have 4 points of armor while in
this form.
• Invulnerability: You are invulnerable to (take no damage
from) one of the following sources: fire, acid, electricity,
or poison.
• Quick: Your dodge based defense pools increase by +2.
Offensive Bonus (Choose 1)
• Deadly: Your bite and/or claw attacks receive a +3 bonus.
• Grappling: When you hit a target with a normal attack,
you are also considered to have grappled her. Attempts
to break your grapples suffer a -2 penalty.
• Multi-Attack: When making brawling attacks, you
receive two dice that can only be used when you split
your attacks (the dice apply to each attack).
Movement Bonus (Choose 1)
• Aquatic: You can swim at twice your normal movement
speed.
• Fast: On the ground, you can move at twice your normal
movement speed.
• Flight: You can fly at your normal movement speed.
Special Power
Choose any Discipline power at 5 dots or lower. While
in Mythic Form, you may use that power as though you
had purchased it. You are not required to purchase the
power’s prerequisites (i.e., the lower level powers in
that Discipline tree). If your chosen power is based on
Thaumaturgy or Necromancy, you do not need to speak
or gesture to activate the power while in this form.
Sample Mythic Form: Dragon
+3 Strength, +2 Dexterity, +4 Stamina.
Defensive Bonus: Armor Plating
Offensive Bonus: Deadly
Movement Bonus: Flight
Special Power: As per Thaumaturgy: Lure of
Flames (5)
Combination Disciplines
Blood Thorns (Protean ••, Potence ••)
This power allows the user to expend the force of her
blood in order to make a ranged attack with her natural
weaponry. With this ability, the Gangrel shoots a barb
or claw at her target, potentially injuring them as though
she had struck them with her Feral Claws. It takes three
rounds for a claw expended in this manner to grow back.
Claws or barbs expelled by use of Blood Thorns turn to
dust within ten minutes of leaving the Gangrel’s body.
System: The character spends a blood to perform a
ranged attack against one character within 10 yards/
meters. If successful, this attack inflicts Strength +1
aggravated damage.
This power costs 12 experience points to learn.
Claw Immunity (Animalism ••, Fortitude ••••)
Quite a number of high-Generation Gangrel have
developed the ability to shrug off claw and bite attacks
of normal animals, hardening their flesh against nonsupernatural
threats. This talent is extremely useful in
areas where dangerous predators roam, and particularly
when one must fight against animals whom an enemy
commands… such as the Ravnos. This power does not
work against Feral Claws or supernatural attacks such as
werewolf claws and fangs.
System: The player spends two blood points to activate
this power. For the remainder of the scene, the Gangrel
receives extra soak dice equal to his Animalism + Fortitude
to resist damage from any non-supernatural animal attack
(claws, fangs, or other natural weaponry). These dice are
in addition to the vampire’s usual Stamina + Fortitude,
i.e. Fortitude is counted twice.
This power costs 18 experience points to learn.
Flesh Wound (Fortitude ••, Obfuscate •••)
True predators know when to rely on cunning and
trickery to defeat enemies. Using this power, the Gangrel
gives the appearance of taking no damage from attacks. In
reality, the attacks hurt like hell, but the Gangrel maintains
a facade of invulnerability in order to unnerve opponents.
Particularly canny vampires may convince foes that they
are, in fact, immune to assault.
System: The player spends one blood point to activate
this power. For the duration of the scene, the Gangrel
appears as she did upon activation of this power; any
wounds or scars already present will remain visible. Further
damage does not show on the Gangrel’s form, nor do any
logical results, such limping or leaking blood. This power
ends if the Gangrel reaches the incapacitated health level
or is staked. Under no circumstances can the wounds be
discerned by an outside source before the power ends.
This power costs 15 experience points to learn.
King of the Beasts (Fortitude ••, Animalism ••••)
The vampire who masters this power has the ability
to extend the auspices of her Fortitude to those animals
who are summoned by her blood, ensuring that they are
protected. This power requires no further expenditure
on the user’s part; her very nature steels and fortifies her
minion against damage.
System: Creatures you summon with Animalism gain one
dot of Fortitude so long as they stay within your line of sight.
This power costs 18 experience points to learn.
See the Reflected Form (Auspex ••, Protean ••••)
Using this power, the Gangrel may use Aura Perception
to pull detailed information from his subject’s aura. In
that aura, he can see the beast forms of Gangrel or other
vampires possessing Protean; the forms of the Lupines
and other shape-changing beasts; the half-real dream
forms of fairies; and the shadows of vampiric forms from
disciplines such as Obtenebration, Protean, Serpentis,
and Vicissitude. Further, the user of this power can tell
which form is “native” or original to the subject.
System: The player rolls Perception + Awareness
(difficulty 6). One success gives the character knowledge
of the individual’s native form, regardless of the form that
the user inhabits at the time. Three successes allow the
user to see all forms that the individual in question may
assume, and know the Disciplines used to achieve those
forms. With five successes, the user may see the images
of all forms assumed by non-vampires (such as Lupines
or Fae), though the user may not understand the powers
used to transform into those shapes. This ability does not
reveal the visual changes of Obfuscate, as those are not
truly transformative powers.
This power costs 18 experience points to learn.
Shatterproof (Protean •••, Fortitude ••••)
A Gangrel with this power toughens his flesh and allows
her body to absorb damage, spreading a blow’s impact
throughout her entire form to avoid significant injury.
System: The Gangrel may roll both Fortitude and
Stamina together to soak aggravated damage. This does
not include automatic soaks with stamina versus regular
damage. Each use of this ability requires the expenditure
of one Willpower.
This power costs 21 experience points to learn.
Spirit Tracking (Protean ••, Animalism ••)
Your beast is an exceptional tracker, sensing the lingering
trails of another beast through the spiritual ether rather
than relying on physical senses alone. Indeed, your Beast
can sense and follow the path of another vampire’s Beast,
tracking it even when the prey takes physical precautions
against being followed or found. Your inner senses are so
keen, in fact, that it is difficult to fool you with mirages
or false trails, making it more difficult for the powers of
the Ravnos to trick you.
System: When tracking a vampire, you may roll
Perception + Survival (difficulty 7) in order to track the
individual so long as they are within 10 yards/meters.
With three or more successes, you may continue to track
the individual so long as they are within 100 yards/meters.
With five successes, you may sense specific individuals who
have been in a location within the last three days, though
you may not track them unless they are still currently
within 100 yards/meters. Further, you are not fooled by
illusions created using the power Ignis Fatuus (V20, p.
144). Unless the Ravnos creates an illusion that appeals to
all of the senses (i.e., uses Fata Morgana or some greater
power), your animalistic nature can instinctively tell the
mirage is false.
This power costs 12 experience points to learn.
Animal Forms
When a player makes a Gangrel character and purchases
the Protean power Shape of the Beast, she should choose
her animal forms. One of those forms should be that of
a large predator (such as a wolf), and the other should
be that of a smaller, flying or swimming predator (such
as a bat or a fish). Once those forms have been chosen,
they are set for the character’s existence. She will always
change into that specific wolf, and that specific bat, with
individual markings and appearance. Note that non-
Gangrel characters always turn into a wolf and bat, unless
they select the Totemic Change Merit.
Furthermore, assuming an animal’s form gives the
character certain abilities based on 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/30 kph, 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 choose a different
animal shape when they purchase this dot of Protean. If
the player does so, then the player and Storyteller should
establish what natural abilities that form grants the character,
based on the mechanics of the standard wolf and bat forms.
Remember that animals which are too “humanesque” (such
as monkeys) and animals that are not predators or scavengers
(such as horses or other herbivores) are not appropriate for
Protean forms. Here are a few examples of alternate Protean
forms that a player may choose:
Fight Forms
• Bear: In bear form, the vampire’s teeth and claws inflict
Strength +2 aggravated damage, he can run at double
speed, and the difficulties of all Perception rolls are
reduced by one.
• Hyena: In hyena form, the vampire’s teeth and claws
inflict Strength +1 aggravated damage, she can leap
twice as high as a normal human, and the difficulties
of all Perception rolls are reduced by two.
• Lynx: In lynx form, the vampire’s teeth and claws inflict
Strength +1 aggravated damage, he can run at double
speed and halves all damage from falling, and the
difficulties of all Perception rolls are reduced by one.
Flight Forms
• Barracuda: In barracuda form, the vampire’s Strength
is reduced to 1, but she can swim speeds of up to 20
miles per hour/30 kph. Difficulties for all sight-based
Perception rolls are reduced by three, and attacks made
against her are at +3 difficulty due to her small size and
agility.
• Hawk: In hawk form, the vampire’s Strength is reduced to
1, but he can fly at speeds of up to 25 miles per hour/40
kph. Difficulties for all hearing-based Perception rolls
are reduced by two, and attacks made against him are
at +1 difficulty due to his small size.
• Vulture: In vulture form, the vampire’s Strength is reduced
to 2, but she can fly at speeds of up to 20 miles per hour/30
kph. Difficulties for all hearing-based Perception rolls are
reduced by three, and attacks made against her are at +1
difficulty due to her smaller size.

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