Difference between revisions of "Protean"
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'''Challenge''': None | '''Challenge''': None | ||
− | '''Cost''': | + | '''Cost''': 1 blood |
'''Duration''': Activated (reflexive) until dismissed | '''Duration''': Activated (reflexive) until dismissed | ||
Latest revision as of 17:12, 29 April 2024
Survival in the wilds is difficult indeed for vampires, who must find means to avoid sunlight, hunt and evade marauding Lupines. The shapeshifting Gangrel, though, have mastered this craft, and their Protean Discipline is thought to be a large factor in their success. With Protean, the vampire can alter parts of her body to draw on the strength of natural forces. Protean is not a Physical Discipline and can NOT be used with Celerity.
Trait: None
Ability: Survival
Contents
⚫ Eyes of the Beast
Challenge: None Cost: None Duration: Activated (Action) until dismissed
With a moment's pause, you can make your eyes able to see in absolute darkness. An eerie red glow emanates from your eyes, and you can see perfectly well in pitch-blackness. Caster gets a +1 trait bonus to all perception related challenges involving sight. You need only declare your intent to use Eyes of the Beast, and at the end of the turn, the change is complete. However, you do are one Trait down on all Social Challenges due to your red, glowing eyes, unless you take steps to conceal them or are attempting to use Intimidate. Using this power is also a rather obvious breach of the Masquerade.
Blindness has three penalties associated with it. -1 trait, Blindness retest, -1 trait.
Heightened senses, Eyes of the beast, Oblivion sight and Blindfighting remove them in order the order listed above. Having one removes the one trait penalty. Having two removes one trait penalty and the retest. Having all three removes both trait penalties and the retest."
⚫⚫ Feral Claws
Challenge: None Cost: 1 blood Duration: Activated (reflexive) until dismissed
Like a wolf or bear, you have powerful claws capable of rending flesh. You can grow these claws at will with a simple effort; they sprout mystically from your otherwise normal hands, and similarly retract when you desire.
By expending a Blood Trait, you cause Feral Claws to extend from your hands (and feet, if you so desire) at the end of the turn, they will not take effect until the folllwing round. These claws add a level of aggravated damage to all unarmed attacks. (true unarmed, no equipment)
⚫⚫⚫ Earth Meld
Challenge: None Cost: One Blood Duration: Until dismissed
For a traveler in the winds, Earth Meld is an invaluable power. With this Discipline, you sink into the bosom of the earth, able to sleep mystically undisturbed within the soil.
You must be touching raw soil to Earth Meld; you cannot sink through stone, wood, concrete or other substances. You immediately begin sinking eerily into the earth itself, taking with you only your clothing and small personal possessions that you carry (such as a cellular phone or a small pistol). Using the power protects you completely from daylight and allows you to sleep undisturbed. You remain unaware of what transpires around you, and indeed, you are not fully of the material world at all. While in this state, you cannot move, except to rise at will.
While bonded with the earth, you remain in a semi-tangible state, partially diffused into spirit by your connection to the soil. Thus, you cannot be readily detected either physically or with spirits. If your patch of soil is disrupted in any fashion, you immediately return to physical form and complete wakefulness, shooting up to the surface and showering dirt in all directions. You cannot act during the first turn that you rise from the soil in this fashion, though if you rise up of your own accord (which you may do at any time), you are fully aware and able to act normally.
You must spend a Blood Trait to Earth Meld. Sinking into the ground requires a full turn, during which time you can do nothing else (because you are descending slowly into the ground).
⚫⚫⚫⚫ Shape of the Beast
Challenge: None Cost: One Blood-2 Duration: Until Dismissed
(Transformation) Ancient tales of vampires tell that they assume the forms of wolves and bats. Though most vampires consider this nonsense, elder Gangrel sometimes possess the transmutative power to change into animal forms. With Shape of the Beast, you can shift your physical body into that of an undead beast, mimicking a normal animal. Most vampires change into wolves or bats, though some possess different forms depending on their cultural and geographic ties — jackals in Africa, dingoes in Australia or giant rats in major cities have all been reported.
Shifting into an animal form costs one Blood Trait and takes two full turns (each additional Blood Trait spent lowers the transformation time by one turn, to a minimum of one turn with two Blood Traits). You remain in beast form until the next dawn, or until you decide to change back. Clothing and small personal possessions change with you.
In animal form, you may only use the Disciplines of Auspex and Animalism, Potence, Fortitude, and Celerity. Wolf form grants you Heightened Senses and Feral Claws automatically and 1 trait. Bat form grants you flight capability and the benefits of the Heightened senses and a fly speed of 3 steps per round, though you deal two less damage in that form, (even with bonuses from potence.)
The animal forms granted by this power are in all ways physically identical to normal animals, though of course, they are dead, animated corpses as befits a vampire. Gangrel who take this power may specify alternative forms when they take this power. For example; cougar, foxes, and panthers would all qualify to replace the wolf form and all manner of small birds can replace the bat form. If a Gangrel chooses to replace their forms they can no longer assume the form of a wolf or bat.
If you transform into a bat while being grappled you instantly escape the grapple. ( though this still takes 2 turns if you can only spend one blood around)
Master Level Powers
⚫⚫⚫⚫⚫ Mist Form
Challenge: None Cost: two Blood ( One for Gangrel) Duration: Until dismissed
(Transformation) Your control over your physical form is so complete that you can dissolve into a fine cloud of mist. You disperse into a floating cloud, still able to sense your surroundings and able to move about as you desire. This cloud form can slip through tiny cracks and holes, and it cannot be dispersed by the mightiest of natural winds.
Assuming Mist Form costs two Blood Traits and takes two full turns (additional Blood Traits reduce this time at a one-for-one cost, with a minimum of one full turn at two Blood Traits). You may change back instantly at any time. You are immune to mundane physical attacks in this form, and you take one less level of damage from fire and sunlight automatically. You are still affected normally by mystical attacks, though you cannot use any Disciplines that require a physical form (no Dominate, but Presence is okay. While in Mist Form, you may move as desired at the pace of a brisk walk (2 steps), though you can be pushed about by strong winds.
⚫⚫⚫⚫⚫ Massive Transformation
Challenge: None
Cost: Three Blood
Duration: One Action, or however many actions it takes the kindred to spend Three Blood
Massive Transformation allows the kindred to transform into larger animals, such as Elephants or Giant snakes. The kindred gains 4 additional traits, 3 health levels, and deals an additional level of ag damage with unarmed attacks. Otherwise functions just like turning into a wolf. The Vampire must have drunk the blood of the animal they wish to transform into at some point in their life. The animal form is incapable of wielding weapons. The creature they turn into can be a real animal or an amalgamation of several animals they have eaten.
⚫⚫⚫⚫⚫ Unfettered Heart
Challenge: None
Cost: None
Duration: Permanent
The Vampire’s internal organs become amorphous and shifting. Their anatomy is theirs to control. Staking attempts against the Kindred require 1 additional success. Additionally the kindred may spend blood and one willpower during a scene. If they do their body begins to stitch itself back together, healing one lethal damage at the end of every round.