Protean

This Discipline allows a vampire to transform either her entire body or a part of her body into something inhuman. The vampire can thus grow claws, turn into a bat, meld into the earth or transform into mist.
A vampire can use most other Disciplines while shapeshifted. Thus, a Kindred in animal form may still read auras and communicate with animals. Only when a vampire is in mist form should additional restrictions be applied. For example, eye contact cannot be made, so Dominate powers cannot function. Additionally, while personal possessions and clothes transform with the character, larger objects will not.
No transformations are possible when a vampire is staked through the heart. Some suspect that this is possible at higher levels of ability, but it has never been confirmed
Level One
Gleam of the Red Eyes

You can see perfectly in normal darkness. Limited vision is even possible in absolute darkness (e.g. an underground cave where there is no light at all), a fact that perplexes the scientific-minded among the Kindred. When this power is activated, your eyes glow an eerie red.
System: No roll need be made, but it takes one full turn for the change to occur.

Level Two
Wolf Claws

You are able to grow an inch-long claw on each finger. These claws make excellent weapons in combat and can be used in many attacks. Wounds caused by the claws are especially vicious; indeed, the wounds are aggravated and cannot be healed normally through the use of Blood Points.
System: No roll need be made; the transformation is automatic and takes but one turn to accomplish. However, one Blood Point must be spent each time the claws are grown.

Level Three
Earth Meld

One of the most prized powers that a vampire can possess, Earth Meld has saved the lives of countless vampires through the ages. This power enables you to make the earth part of yourself and thus merge with it. Others viewing your use of Earth Meld will simply see you sink into the ground.
You can only sink into earth. It is absolutely impossible to meld into earth through another substance. For example, while there may be earth underneath it, a linoleum floor completely prohibits the use of this power.
Earth Meld is a great way to find cover when outdoors. Being one with the earth prevents contact with sunlight and also provides a way to sleep away the centuries. Many ancient vampires use Earth Meld to rest in safety, and thereby gain strength and power. Some whisper that thousands of Ancients sleep within the ground and will awaken on the night of Gehenna.
System: No roll is necessary and the transformation is automatic, but a Blood Point must be spent.

Level Four
Shadow of the Beast

You may transform into either a wolf or a bat. When in the form of either creature, you benefit from all of the obvious advantages, such as the increased senses of the wolf or the bat's ability to fly.
System: No roll is required, but the transformation requires the expenditure of one Blood Point. It takes three turns to complete the transformation (though the Storyteller may allow it in one turn with the expenditure of three Blood Points) .

Level Five
Form of the Mist

You possess the vampiric power of legend to transform into mist. Your very essence seems to slowly float apart when this power is employed.
Many advantages are gained in mist form. You can float in any direction at walking speed, are not affected by physical attacks, and can slip through the tiniest of openings with ease. Additionally, you take one less die of damage from sunlight.
Contrary to popular opinion, vampires in mist form are not particularly vulnerable to powerful winds. Wind, even that of hurricane strength, cannot tear a mist form apart. However, strong winds can blow the vapor cloud about just as any other object can be pushed. Only your Potence should be taken into account when determining how stiff a wind you can resist.
System: No roll is required, but the transformation requires the expenditure of one Blood Point. It takes three turns to complete the transformation (though the Storyteller may allow it to take place in only one turn with the expenditure of three Blood Points).

Level Six
Flesh of Marble

Once this power is taken, the character's skin becomes as hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the character without proper equipment or preparation.
System: Ten successes are needed to stake the character in melee. The character suffers only half the normal damage from everything except fire and sunlight (in terms of total successes; round down). Thus, soak rolls are much easier to make.

Earth Control
The character is no longer limited to melding with the earth; she may now move through the earth as though she were swimming in water.
System: The character must spend blood to enter the earth just like she does when using Earth Meld, but can stay in and move around, day or night. An underground chase can be resolved by contested Strength + Athletics rolls against a difficulty assigned by the Storyteller depending on the consistency of the surrounding earth.

Level Seven
Restore The Mortal Visage
This discipline allows the Cainite the power to temporarily return to his or her appearance to what he was before embracement, removing the bestial features he or she has accumulated becoming Vampire. This discipline can only work on oneself, you cannot perform this discipline on another Cainite. This discipline cannot be a permanent change, as it takes immense concentration and willpower. Elder Vampires have been heard of being able to achieve this state for about a day, while many younger Vampires can only keep this state going for about an hour.

Shape of the Beast’s Wrath
A Vampire employing this power shifts into a huge monstrous form, gaining half of his or her height and tripling their weight. Their overall weight shape flows into an unholy amalgamation of their own form and that of the animal he or 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).

Evoking this discipline slightly increases the Cainite’s strength and dexterity (Potence and Celerity respectively), but because you become a monstrosity of sorts, your appearance and ability to speak clearly is severely dampened (thus lessening your Presence and Dominate abilities respectively).

Homunculus

The character can create a three-inch-tall duplicate of himself, drawing it from deep in his mouth. The Homunculus lacks Disciplines, but is in all other respects physically identical to its master. It is very loyal to its creator, doing anything asked of it ( largely because it wants to live, and can only live if regularly fed its master's blood ) . Its personality is usually a warped version of the character's own, and often expresses the most buried aspects of the character's true nature. It communicates in a small, pitiful voice, and is normally quite dutiful and doting.
System: This power may only he employed once a day, and the creature will only remain as long as it is fed one Blood Point per hour (it can only hold three Blood Points at a time). The creature is destroyed if it suffers two Health Levels of aggravated wounds.

Form of the Ghost
This power enables the character to change into a form similar to Form of Mist, but this form lacks many of the disadvantages of transforming to air. In the Form of the Ghost, the character is still insubstantial, but she appears no different from her regular form.
System: She can move as fast as she can in her regular form but is unaffected by gravity, thus gaining a version of flight. She does not require an opening to walk through barriers, instead passing through solid objects as though they were not there at all. Winds and storms have absolutely no effect on this form.

Level Eight
Purify The Impaled Beast
The Elder Cainite with this discipline can expel foreign objects from their body with great force, even excising stakes that transfix their heart.

Evoking this powerful discipline once is sufficient to remove all foreign objects and substances from the their 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. If you wish to leave an object in your body (such as a prosthetic limb) or partially in (expelling a stake from you heart but leaving it sticking out of his breastbone as a ruse, you must have the ability to concentrate on the discipline before it actually happens.


Movement of the Slowed Body

With this power, the character can move even if he is in torpor, has been staked, or is paralyzed.
System: This movement is exceptionally slow, and any part of the body moved can only move at an inch per minute. This should be enough to allow the character to remove that annoying stake, though such an action would take about half an hour.

Level Nine
Inward Focus
This power has no outwardly visible effects whatsoever. Indeed, its very existence is virtually unknown outside the perhaps one hundred Methuselahs who have developed it, mostly Gangrel. 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.

This power costs four blood points to activate 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 vampire gains a number of extra actions during each turn equal to his unmodified (by alternate fors 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 vampire 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 vampire'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 the Methuselah who has mastered this power into a truly terrifying opponent.


Dual Form

Legends of vampires being in many places at once are common, and may well be the result of a Kindred with the Dual Form power. When using this power, a character can split herself into two weaker forms, both of which act as though they were the original (thus allowing the player to control two identical characters).
System: Neither of the two forms is as strong as the original, and all Physical and Mental Attributes are reduced by one. Each form has half the Blood Pool of the original and can spend half as many Blood Points per turn. The two forms are not in contact with one another (unless the character has an appropriate Auspex power), but are intuitively linked-- if one is in danger the other will know it.
This splitting of forms can be done more than once. It is possible for there to be four versions of a vampire, or even eight. However, the split cannot occur if the character already has a zero in an Attribute (thus it is impossible for Nosferatu to use this power).
The two forms can recombine provided they are touching. The process itself takes only a few minutes, but can be quite grisly to watch. The current Blood Pools of both are combined to form the complete character's Blood Pool. If the forms have spent a great deal of time apart from one another, it is likely that the weaker of the two will not want to recombine with the other as the weaker one always loses whatever unique identity it possessed. Thus the more powerful form may have to track the weaker one down and force it to rejoin (a most bizarre circumstance).

Level Ten
Body of the Sun
With a great expenditure of vitae, the character can turn his body into an invulnerable ball of fire, burning and blinding all around him. While in this form, the character cannot be hurt by anything physical-- whatever is not destroyed by the heat and flames passes safely through this gaseous form. The character maintains her old form and height, but her appearance is hazy and unclear.
System: By expending three Blood Points, the character immediately assumes the Body of the Sun. Anyone or anything touched by a Kindred in this shape reacts as though it had been burned by a bonfire with the heat of a chemical fire (difficulty 9, two Health Levels). Almost anything around a character who assumes this form is destined to be destroyed. Cainites, however, have a chance to escape the deadly heat unless they are directly touched by it. It is almost impossible to combat it, and Kindred find it difficult even to look upon the character (if they do so for more than a single turn they will be blinded for one hour). A character in this form is completely resistant to any fire of equal or lesser intensity, and even sunlight will only affect the character if she botches a straight Stamina roll (difficulty 6).
The character must spend two Blood Points per turn she wishes to maintain this form.

 

Return Disciplines