• 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.
•••Farth 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 | (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.
••••• ••• Purity 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.