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Protean

Protean
This Discipline allows the vampire to manipulate his 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 Storyteller may decide that the immortal cannot use a certain Discipline. After all, a vampire in mist form cannot use Dominate, since he has no eyes with which to make contact. The vampire's clothes and personal items also change when he transforms, presumably absorbed within his very substance. Kindred cannot transfigure large objects or other beings; Protean is a very personal expression of undead power.
A vampire who has been staked, thereby trapping his 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.

 

O 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 difficulty penalties of +2 to perform most feats. At
the Storyteller's option, ranged attacks, extended actions and precision tasks (those requiring more than one success to
succeed) cannot be performed successfully at all.

_

OO 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 and takes a single turn to complete.
The character attacks normally in combat, but the claws inflict Strength + 1 aggravated 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.

_

OOO Earth Meld
One of the most prized powers the Gangrel possess, 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 - of
course, 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 on the night of Gehenna.
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. Subsuming 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 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) 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 hard-packed
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.

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OOOO 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.
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 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. 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 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 a vampire to assume a different animal shape, but should establish the natural abilities it grants
the character.

-

OOOO Shape of the Beast Revisited (Protean level Four)
 This version of Shape fo the BEast applies only to vampires of Clan Gangrel. The Gangrel may 
transform into a "fight" form and a "Flight" form; thse 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 -- thse 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 form 
(the sense group may be different in the two forms).
SYSTEM: The character spends one blood point to assume either animal form. The transformation requires three turns to complete (spending additonal blood points reduces the transformation time by one turn per point spent, to a minimum of one). The Gangrel remains in his beast from until the next dawn, unless he wishes to change back sooner. Clothing and small personal possessions transfrom 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 alloted 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 additon, the Gangrel's bite inflicts Strength aggrivated damage, and claws inflict Strength 
+1 aggrivated damage (these damage values may be adjusted by the Storyteller 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 alternative 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 (Gangrels 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 animals small size (Those Gangrel who take large forms like the eagle may 
keep their full strength by sacrificing this size bonus).
 While in the animal's shape, the vampire can use any Disciplin he possesses except Necromany, 
Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility 
of speech -- the vampire must use the ANimalism Disciplin ability Feral Whispers to speak to 
animals. All Attributes and Abilites granted by animal forms are subject to the Storyteller's 
approval and modification at the time of definition.
 It is curious to note that animal features acquired by a Gangrel after a frenzy do not 
necessarily conform to those of her beast froms. 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 Ganrel will assume when she learns Shape of the 
Beast. Three factors play an important role in the process: The vampire's personality, his 
sire's animal forms and the local enviroment 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 baed, and their interpretations will 
natrually 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 a 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 Disciplin exhibts line 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. 
Teh 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.

 

-

OOOOO 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 maybe).

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 about; only his 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 him
normally. Also, the vampire takes one fewer level 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.


OOOOO O 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. 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. 194 of Vampire: The Masquerade).


OOOOO O 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 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: The player spends three blood points 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 character are halved 
(round down). That includes assaults made with fists, claws, swords, firearms and explosions, but not 
fire, sunlight or 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 character 
can attempt to parry melee attacks with his bare hands as if he were holding some form of weapon.

OOOOO O Shape Mastery (Protean level 6)
 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 willingly or 
unwillingly. (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 succesfully 
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 blood point worth of 
her vitae on the target by making a successful attack or sprinkling 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 blood point and 
making a Perception + Survival roll (diff 7). Two successes are required to force the target 
out of his shapeshifted form.
 The power persist for a full scene, or until the target removes the Gangrel's vitae from his 
body, whichever is sooner. (the amount of time necesssary to clean up the blood is subject to 
the Storyteller's discretion, taking into account the quantity of blood and the availability of 
cleaning supplies. The  process should take at least one full turn of action even with large 
quantites of water available.) 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 is adapted form, reincurring any associated costs.
 This ower is effective on the shapeshifted forms of the following Disciplines at levels zix 
and below: Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude. Most importantly, 
it also confounds the native shapechanging abilities of Lupines and other werecreatures.

OOOOO OO Animal Swarm (Protean level 7)
 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. 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 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 at 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 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 blood points they carried. If this leaves the vampire with less than three blood 
points, he must immediately check for frenzy -- the Gangrel who is forced to re-incorporate 
himself from a crow carrying a single blood 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 
nigth. Any creatures left running around at dawn instantly dissolves 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 Disciplins that require the expenditure of blood  must 
be fueled from the individual creature that uses the power; component creatures reduced to zero 
blood points are immediately destroyed.
 This power takes one turn to take effect, regardless of the size of the creatures into which 
the Kindred disperses.


OOOOO OO Restore the Mortal Visage
The Gangrel 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 animalistic features gained from frenzies. The power also affects the character's Social Attributes,
 returning them to their original values (assuming those were higher than the character's current 
ratings). A botched Willpower roll earns the character another animal feature. Restore the Mortal 
Visage lasts for the remainder of the scene once activated.


OOOOO OO Shape of the Beast's Wrath
Users of this power are often mistaken for Tzimisce employing the Vicissitude power Horrid Form. The 
base effect is similar, although no Gangrel who possesses this power takes such a suggestion lightly. 
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 added 
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 + two 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 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.


***** ** Turnabout
Calling upon the shapeshifting powers of the Protean discipline, the anarch melds with the earth only 
to emerge from it on the other side of a foe. This tactic was originally one of the ones used by the 
Eastern European Gangrel and Tzimisce, though the anarchs adapted it for use as a guerrilla tactic 
during the Anarch Revolt and the marauding nights of the early antitribu. Tonight, it is rarely seen, 
but a few ostentatious anarch elders keep it in practice. Mostly to impress their fellows and inspire 
fledglings with.

System: The player spends two blood points. On the turn after the character sinks into the ground, she 
emerges either behind or to either side of whichever enemies she left behind. (Theoretically, there's 
nothing stopping her from emerging in the same spot where she disappeared, but it sort of defeats the 
purpose.) If the character wishes, she may choose not to emerge immediately, in which case this power 
is little more than an expensive version of Earth Meld. The primary diffrence, however, is that the 
character may move through the earth that surrounds her, traveling as much as 50 feet in any direction 
in the single turn spent under the surface of the soil. Moving any further, however, regardless of time 
spent underground, is a diffrent permutation of the Protean discipline. Turnabout's Focus is diving 
into and emerging quickly from the ground.
 
Mythic Form (Protean level 8)
 Using this power, the Gangrel transforms himself 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 tradtion: 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: The player spends three blood points to trigger the change. The transformation requires 
three turns (additional blood points 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 
characters hailing from cultures that have no mythic tradition, such as modern American 
cultures, cannot assume any mythic form.
 The mythic beast represented and the Physical Traits of the form must be determined when the 
vampire first learns this ability, and may not be changed at a later time. The mythic form adds 
a total of nine points to the chracter's Physical attributes; at least + 1 must be added to 
each Physical attribute. The character also gains two Bruised health levels and two hurt health 
levels. The character's powers of perception are greatly enhanced in the mythic form: the 
vampire gains the effects of the Auspex power Heightened Senses and the Protean power Eyes of 
the Beast upon assuming the mythic form, along with the drawbacks associated with these powers. 
While transformed, the character retains the ability to speak, although hre voice will be 
changed to reflect the nature of the assumed form. Finally, the vampire in mythic beast form 
radiates an aura of legendary force that acts as the Presence power Awe. offensive actions 
taken by the vampire nullifies the Awe effect as per the standard rules.
 The special abilities of the mythic form are subject to the SToryteller's approval, as they 
can and should be dramatic and terrifying. As a guideline, the mythic form should have one 
enhanced movement ability, one defensive ability, several close combat attacks, and one special 
power, including ranged attacks.
 Enhanced movement abilities include flight, swimming, running at incredible speeds or even 
tunneling.
  Armour (3-5 points) is the standard defensive ability, but certain mythic creatures may 
instead be invulnerable to strictly defined forms of damage (excluding fire, sunlight, and 
Faith).
 Close combat attacks cause aggravated damage at a minimum of STrength + 2. Having more than 
one close combat attack, such as both claws and teeth, does not grant additional combat actions; 
the vampire must split her dice pools normally, or use Celerity.
 Ranged attacks cause three levels of aggravated damage per blood point spent for the attack. 
The range of such attacks is the vampires stamina X 2, and the area of effect is a diameter of 
her Stamina rating in feet. Dexterity + athletics (diff. 6) should be rolled to hit; extra 
successes do not add to damage.
 Other special powers, like the mesmerizing ability of the Sphinx's riddle game or the 
purifying power of the unicorn's horn, must be woked out in detail with the Storyteller on a 
case-by-case basis.
  Sample Mythic Form: Dragon
  +3 strength, +2 dex, + 4 stamina. Flight at normal running movement rate. Three dice of armor 
usable against aggravated damage. Bite and claw attacks at Strength + 2 aggravated damage. 
Fiery breath as per standard ranged attack above.

 

OOOOO OOO Spectral Body
This powerful variation on Mist Form (Protean 5) allows a Gangrel 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 down side, while in Spectral Form a vampire can physically 
manipulate his environment only through the use of Movement of the Mind. 


OOOOO OOO Purify the Impaled Breast
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. Until recently, the clan practiced a less powerful version 
of Purify the Impaled Breast, one which only allowed very limited movement. In recent nights, knowledge 
of a long-lost, stronger version of the power has been disseminated through the clan. An elder Gangrel 
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, 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 spend a Willpower point when this power is activated.


OOOOO OOOO Inward Focus
This power has no outwardly visible effects whatsoever. Indeed, its very existence is unknown outside 
those dozen or so 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 
(by alternate forms or blood point expenditure) 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 Gangrel who has mastered this power into a truly terrifying 
opponent.

 

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