Protean
 
PROTEAN
 
   This Discipline allows the vampire to manipulate her physical form. Some Kindred view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth.
   Vampires can generally use other Disciplines while transformed – Kindred in wolf form can still read auras and communicate with other animals. However, there are some situations in which the immortal cannot use a certain Discipline. After all, a vampire in miost form cannot use Dominate, since she has no eyes with which to make contact. The vampire’s clothes and personal items also change when she transforms, presumably absorbed within her very substance. Kindred cannot tarnsfigure large objects or other beings; Protean is a very personal expression of undead power.
   A vampire who has been staked, thereby trapping her soul within the mortal coil, cannot transform. Some Kindred claim that truly powerful Gangrel – those who have mastered the highest levels of Protean – can deny even this limitation.
   Clan Gangrel lays claim to this Discipline, although other individual vampires have learned some of Protean’s secrets from these bestial Kindred.
 
Level 1
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 her red glowing eyes, a sight sure to disturb most mortals.
   System: The vampire 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 vampire suffers a +1 difficulty to all Social rolls with mortals unless she takes steks to shield her eyes (sunglasses are the simplest solution).
   A vampire without this power who is immersed in total darkness suffers difficulty penalties of +2 to perform most feats.
 
Level 2
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 laws 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 vampire’s desire, and can grow from both hands and feet. The transformation requires the expediture of a BP and takes a single turn to complete. The vampire attacks normally in combat, but the claws inflict Strength + 1 aggraveted damage. Other supernaturals cannot soak this damage, although a power such as Fortitude may be used. Additionally, the difficulties of all climbing rolls are reduced by two.
 
Level 3
Earth Meld
   One of the most priyed powers the Gangrels possess, Earth Meld enables the vampire to become one with the earth. The immortal literallz sinks into the bare ground, transmuting her substance to bond with the earth.
   Though a vampire can immerse herself fullz into the ground, she 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 - of course, it’s a relatively simpler 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 herself into 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 on the night of Gehenna.
   While so interred, the vampire is in a transitional state between flesh and earth. Her 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 her presence on the astral realm, returns her immediately to the physical world (and to full wakefullness), showering dirt outward as his body displaces the soil.
   System: No roll is necessary, although the vampire must spend a BP. Subsuming into the earth is automatic and takes a turn to complete. The vampire falls into a state one step above torpor during this time, sensing her surroundings only distantly. The vampire must make a Humanity (6) roll for rousing herself in response to danger prior to her desired time of emergence.
   Since the vampire is in an in-between state, any attempts to locate her (catching her scent, scanning for her aura, travelling astrally) 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. Simiraly, digging in the material world encounters incredibly hard-packed earth, virtually as dense as stone.
   Attemps at violence upon the submerged vampire from either side return her to her physical nature, expelling the soil with which she bonded in a blinding spray (all Perception-based rolls are at +2 difficulty for the turn). The vampire herself subtracts two from her initiative for the first turn after her restoration, due to momentary disorientation. Once expelled from the earth, the vampire may act normally.
 
Level 4
Shape of the Beast
   This endows the vampire with the legendary ability to transform into a wolf or bat. A Kindred chnaged in this way is a particularly imposing representative of the animal kingdom. Indeed, she is far superior to normal animals, even ones possessed by Subsume the Spirit. She retains her own psyche and temperament, but can still call upon the abilities of the beast form – increased senses for the wolf and the flight for the bat.
   Some vampires are reputed to change to other animal forms better suited to their environment – jackals in Africa, dholes in Asia, even enormous rats in urban environments.
   System: The vampire spends one BP to assume the desired shape. The transformation requires three turns to complete (spending additional BPs reduces the time for transformation by one turn per point spent, to a maximum of one). The vampire remains in her beast form until the next dawn, unless she wishes to change back sooner. Clothing and small personal possessions transform with the vampire.
   While in the animal’s shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. Furthermore, each form gives the vampire the abilities of the 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 she can fly with speeds up to 30 kilometers per hour, difficulties for all hearing-based Perception rolls are reduced by three, and attacks made against her are at +2 difficulty due to her small size.

Shape of the Beast Revisited (Gangrel Clanbook (Revised))
   This version of Shape of the Beast applies only to vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these forms are chosen when the power is acquired and may not be changed. The vampire keeps his own personality, memories, and skills and can also use the natural abilities of the animal form — these are increased physical attributes in the "fight" form, and escape abilities in the "flight" form. Both animal forms grant improved senses; the Gangrel may choose to reduce the difficulty of Perception rolls in one appropriate sense group — sight, hearing, or smell/taste — by two in his animal forms (the sense group may be different in the two forms).
   System: Spend one BP to assume either animal form. The transformation requires three turns to complete (spending additional BPs reduces the transformation time by one turn per point spent, to a minimum of one). The Gangrel remains in her beast form until the next dawn, unless she wishes to change back sooner. Clothing and small personal possessions transform with the Gangrel.
   The Gangrel's "fight" form grants a total of five additional Attribute points split among the vampire's Physical Attributes. These points must be applied to at least two of the Attributes. For the standard wolf form, these are allotted as +1 to Strength, +2 to Dexterity, and +2 to Stamina. A bear form may increase the Gangrel's Strength by +3 and Stamina by +2. These points must be allocated when the "fight" animal form is chosen and may not be thereafter rearranged. In addition, the Gangrel's bite inflicts Strength aggravated damage, and claws inflict Strength +1 aggravated damage (these damage values may be adjusted as necessary to reflect the animal's primary mode of attack — an alligator form may allow a greater bite bonus, but no claw damage). Running speed is usually doubled, unless an alternate method of locomotion like swimming is available.
   The Gangrel's "flight" form reduces the vampire's Strength to 1, but allows him to fly at a speed equal to his running movement rate (Gangrel whose "flight" forms do not fly may take a +2 bonus to Dexterity). In addition, attacks made against the "flight" form are made at +2 difficulty due to the animal's small size (diose Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this size bonus).
   While in the animal's shape, die vampire can use any Discipline she possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of her hands and all facility of speech—the vampire must use the Animalism Discipline ability Feral Whispers speak to animals.
   It is curious to note that animal features acquired by a Gangrel after a frenzy do not necessarily conform to those of her beast forms. Most Gangrel seem to be patchworks of feral features rather than changing to resemble one specific animal.
   It is often difficult to predict what forms a Gangrel will assume when she learns Shape of the Beast. Three factors play an important role in the process: the vampire's personality, her sire's animal forms and the local environment at the time of the vampire's Embrace.
   The vampire's personality and beliefs are perhaps the most important factor — after all, the animal forms assumed using Shape of the Beast are an expression of the Beast Within. Vampires with strong personality traits often transform into the animal most often attributed that trait by superstition: wolves with cunning, lions with courage, reptiles with callousness, ravens with curiosity, etc. These superstitions are culturally based, and their interpretations will naturally change between cultures. Individuals who felt a strong affinity with a particular animal when alive, who considered the animal to be a totem or protective spirit, will usually transform into that animal upon learning Shape of the Beast.
   The role of the sire is a matter of some dispute among Gangrel researchers. It is possible that the sire's influence affects the childe's expectations; if the childe sees her sire transform into a tiger, she may assume that she will do the same so completely that her assumption becomes reality. The Discipline exhibits lines of descent, however, in which grandsire, sire and childe all share the same animal forms. Given the tenacity of the Gangrel blood, elders interested in such matters do not consider it to be out of the question that such preferences are a factor of blood.
   The influence of the local environment can perhaps be credited with the popularity of the wolf and bat forms even among the Gangrel —wolves and bats of varying species populate the globe. The vampire's Beast, in the absence of overriding personality or blood-related factors, provides the vampire with the most survivable form available in the surrounds; a form that provides not only hunting or escape, but also camouflage, offers an undeniable advantage. It is unlikely that a vampire raised and Embraced in the Great Plains will transform into a tiger or a shark. The forms of wolf and hawk, in this instance, are both useful and safe. They are native creatures suited to the environment.
 
Level 5
Mist Form
   This truly unsettling power enables the vampire to turn into mist. Her physical shape disperses into a hazy cloud, but one still subject entirely to the immortal’s will. She 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 her chosen course, even hurricane-force winds cannot disperse her mist shape.
   Some Kindred feel that this power is the 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 BP must be spent. The transmutation takes three turns to complete, although the vampire may reduce this time by one turn for each additionaly BP spent (to a minimum of oen turn). Strong winds may buffet the vampire about; only her rating in Potence (if any) may be used to resist this influence.
   The vampire is immune to all mundane physical attacks while in mist form, although supernatural attacks affect her normally. Also, the vampire takes one fewer level of damage from fire and sunlight. The vampire may not attack others physically while in this state – this includes encoutering another vampire in mist form. She may use Disciplines that do not require physical substance, however.

Level 6
Earth Control (Guide to the Camarilla)
    An Earth Melded vampire 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 efective means of maneuvering in combat.
   System: This power is in effect whenever the vampire 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 sped. She cannot see, but gains a supernatural awareness of her underground surroundings out to a range of 45 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 vampire 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.

Felsh of Marble
(Guide to the Camarilla)
   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 encounter with Gangrel 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 no different than normal skin and muscle. Indeed, flesh transformed thus even feels normal to a casual touch.
   System: Spend three BPs to activate Flesh of Marble, which goes into effect instantly. The effects of the power then last for the remainder of the scene. While the power is functioning, the damage dice pools of all physical attacks made against the vampire are halved (rounded down). That includes assaults made with fists, claws, swords, firearms and explosions, but not fire, sunlightor magic (unless the magical 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 vampire can attempt to parry melee attacks with his bare hands as if she were holding some form of weapon.

Shape Mastery (Gangrel Clanbook (Revised))
   Gangrel who have mastered this level of shapeshifting may use the power of their blood to force other shapechangers to resume their normal forms. For the power to function, the Gangrel must have some portion of her blood in contact with the target, whether unwillingly or willingly. (One Gangrel wag has referred to using this power on the Tzimisce Bloodform as "throwing good blood after bad.")
   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, this requirement is fulfilled. Otherwise, the Gangrel must smear at least one BP worth of her vitae on the target by making a successful attack or sprinkle it surreptitiously on an unsuspecting target. This may be done in advance, but the blood must still be wet for the power to work. The Gangrel activates the power of her blood by spending an additional BP and making a Perception + Survival roll (7). Two successes are required to force the target out of his shapeshifted form.
   The power persists for a full scene, or until the target removes the Gangrel's vitae from his body, whichever is sooner. If the target has actually consumed the Gangrel's blood, tough luck — the power will persist for the full scene. The target must reactivate his shapeshifting ability when and if he chooses to resume his adapted form, reincurring any associated costs.
   This power is effective on the shapeshifted forms of the following Disciplines at Levels Six and below: Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude. Most importantly, it also confounds the native shapechanging abilities of Lupines and other werecreatures.

Level 7
Animal Swarm
(Gangrel Clanbook (Revised))
   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 she may direct them in unison or as individuals. The vampire may reform from all or any of the creatures, but forfeits the blood carried by any creatures that do not rejoin the whole.
   System: The Gangrel may disperse into as many creatures as she has BPs, with each creature carrying that one BP; she 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, she may listen in on a conversation using the body of one rat, while directing the dozen others to keep moving and avoid being seen.
   This power 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 BPs they carried. If this leaves the vampire with less than three blood points, she must immediately check for frenzy — the Gangrel who is forced to re-incorporate herself from a crow carrying a single point of his blood is potentially in bad shape. Creatures who do not rejoin the Gangrel's body may be reabsorbed through the course of the night. Any creatures left running around at dawn instantly dissolve into small piles of ash and blood, whether they are in direct sunlight or not. The vampire must reform at sunrise, even if only from a single creature, although he may choose which creature to re-incorporate from.
   The vampire may use the following Disciplines while in this myriad form: Auspex, Celerity, Fortitude, Obfuscate, and Potence. Any Disciplines that require the expenditure of blood must be fueled from the individual creature that uses the power; component creatures reduced to zero BPs are immediately destroyed.
   This power takes one turn to take effect, regardless of the size of the creatures into which the Kindred disperses.

Restore the Mortal Visage
(Guide to the Camarilla)
  


Level 8

Mythic Form (Gangrel Clanbook (Revised))
   Using this power, the Gangrel transforms herself into a creature of myth, complete with the terrifying abilities that such creatures must have possessed. The mythical beast form usually has roots in the Gangrel's cultural tradition: e.g. ancient Scythian vampires often chose the form of the griffin, Egyptian Gangrel may choose the sphinx, and Native American vampires may opt for the form of the thunderbird. In addition to the great size and terrifying mien of these creatures, the Gangrel also acquires any special abilities commonly attributed to the mythic beast; a griffin, for example, would have the ability to fly and a devastating claw attack.
   System: Spend three BPs to trigger the change. The transformation requires three turns (additional BPs may not be spent to speed the change, but the Gangrel may continue to act without penalty as the transformation occurs). The transformation lasts until the next sunrise, or until the vampire voluntarily returns to her natural form. Note that vampires hailing from cultures that have no mythic tradition, such as modem American cultures, cannot assume any mythic form.
 
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