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= '''LEVEL 1''' =
= '''LEVEL 1''' =
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<div style='text-align: right;'>
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''<sub>Core Book, pg. 269</sub>''
''<sub>Core Book, pg. 269</sub>''
</div></div></div>
</div></div>
 
<br>
 
== TROPHY HUNTER ==
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'''Protean''' •
 
'''Amalgam:''' Dominate •
 
 
''You steal the identity of your victims and can disguise yourself to get close to their loved ones. Even after the taste of their blood fades, you can recall their face or voice with a memento.''
 
 
'''Cost:''' Free or One Rouse Check
 
 
'''System:''' Once per Session, after killing someone by feeding on them you can take on their appearance or voice. Your flesh shifts to mimic them once the last of their blood ebbs away. This transformation lasts until your next feeding or until your Hunger reaches 5. If you ever wish to impersonate them again, you must make a Rouse Check while holding a memento taken from them soon after their death. This power does not mimic clothing, only flesh, and your victim's voice and body cannot be adopted at the same time. While this disguise is convincing it is also fragile. Taking damage, strenuous activity, or even a long dialogue could see it melt or tear away at the storyteller's discretion.
 
 
'''Duration:''' Passive
 
<div style='text-align: right;'>
''<sub>The Black Hand, pg. 86</sub>''
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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 270</sub>''
''<sub>Core Book, pg. 270</sub>''
</div></div></div>
</div></div>


<br><br>
<br><br>


= '''LEVEL 2''' =
= '''LEVEL 2''' =
<br>
== FALSE SIP ==
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'''Protean''' ••
'''Amalgam:''' Fortitude •
''The vampire’s mastery of their own form can prevent any blood (or Blood) swallowed from entering their system, allowing them to avoid poisoning or the forming of Blood Bonds.''
'''Cost:''' One Rouse Check
'''System:''' The character must activate this power immediately upon consuming blood from any source. The user is able to keep the blood down, but it doesn’t enter their system nor slake any Hunger, though the user can taste it. No other blood or vitae can be consumed during this time. The Kindred has one scene to vomit the blood back up, otherwise it enters their system. The effect can be extended to another scene by a second Rouse Check.
'''Duration:''' One scene or more
<div style='text-align: right;'>
''<sub>Blood-Stained Love, pg. 153</sub>''
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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 270</sub>''
''<sub>Core Book, pg. 270</sub>''
</div></div></div>
</div></div>
 
<br>
 
== FLIGHT ==
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'''Protean''' ••
 
'''Amalgam:''' Potence •
 
'''Prerequisite:''' Weight of the Feather
 
 
''This power allows the vampire to temporarily gain the ability to fly using great monstrous wings. It is most prevalent amongst the Gargoyle bloodline, but others are said to have mastered it in various forms, especially amongst the Tzimisce and their bloodlines.''
 
 
'''Cost:''' One Rouse Check
 
 
'''System:''' The character spends a turn transforming. Wings may sprout from their back or membranes may form between their limbs and body.
 
 
Regardless of the form taken, the wings allow the Kindred to fly at the equivalent of a flat-out sprint. (For further guidance see the ‘How Fast is Fast sidebar, Corebook pg. 253). Flying in adverse conditions (against heavy winds, during a battle) may require Wits + Protean checks at Storyteller’s discretion. Rules for carrying others and contested flight checks can be found under Essence of Air, Corebook pg. 278.
 
 
'''Duration:''' Until the following night.
 
<div style='text-align: right;'>
''<sub>Homebrew Content, pg. XX</sub>''
</div></div>
 
<br>
 
== SERPENT'S KISS ==
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'''Protean''' ••
 
 
''The Kindred’s fangs grow longer and hollow, allowing them to inject a bit of their own blood in return while they feed or bite in combat. Some use their Kiss to subtly start a Blood Bond, while others use it to administer harsh poison.''
 
 
'''Cost:''' One Rouse Check
 
 
'''System:''' When the Kindred bites or kisses another, they may make a Rouse check to force some of their own vitae into their victim. The victim of the bite or kiss is treated as though they tasted the Kindred’s Blood for purposes of the Blood Bond, learning a Discipline Power, becoming a Ghoul, or other effects of imbibing blood.
 
 
If the Kindred’s Blood normally or temporarily has deleterious effects, those are passed on to the victim as well. Additionally, Blood Sorcerers can use powers such as Scorpion’s Touch or Baal’s Caress via their bite, much to the surprise of those they Kiss.
 
 
'''Duration:''' The effect lasts for a Scene.
 
<div style='text-align: right;'>
''<sub>Blood-Stained Love, pg. 153</sub>''
</div></div>


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''Rare outside clan Tzimisce, this power allows the vampire to demand obedience of their own flesh. Skin, muscles, and even bone can be sculpted or warped out of shape, the end result sometimes unnervingly beautiful but just as often monstrous. Skilled users can craft bizarre characteristics or reshape their entire bodies, though larger transformations exact a heavy toll on their physique. Kindred who use Vicissitude create everything from useful body-tools to... ''expressive'' ornamentations.''
''Rare outside clan Tzimisce, this power allows the vampire to demand obedience of their own flesh. Skin, muscles, and even bone can be sculpted or warped out of shape, the end result sometimes unnervingly beautiful but just as often monstrous. Skilled users can craft bizarre characteristics or reshape their entire bodies, though larger transformations exact a heavy toll on their physique. Kindred who use Vicissitude create everything from useful body-tools to... expressive ornamentation.''




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Potential Vicissitude changes are listed below:
Potential Vicissitude changes are listed below:


* '''Redistribution:''' Add a single dot to any of the user’s Physical Attributes. This cannot cause any Attribute to exceed 5 dots. These changes are visible, but not Masquerade-threatening.
 
* '''Redistribution:''' Add a single dot to any of the user’s Physical Attributes. This cannot cause any Attribute to exceed 5 dots. These changes are visible, but not Masquerade-threatening. Note that player characters need to keep track of their original values as these are still used to calculate experience cost for Attributes.


* '''Weapons''' ''(Once per subject only)'': The user gains the equivalent of a light piercing or heavy impact weapon (+2 Damage) in the form of bone spurs or bludgeons of dense cartilage. (In contrast to ''Feral Weapons'', the damage caused by these weapons is mundane, but Feral Weapons employed by a vampire proficient in Vicissitude often take the shape of similar osseous spikes and blades.)
* '''Weapons''' ''(Once per subject only)'': The user gains the equivalent of a light piercing or heavy impact weapon (+2 Damage) in the form of bone spurs or bludgeons of dense cartilage. (In contrast to ''Feral Weapons'', the damage caused by these weapons is mundane, but Feral Weapons employed by a vampire proficient in Vicissitude often take the shape of similar osseous spikes and blades.)


* '''Armor:''' One Attribute point can be turned into two points of armor value (p. 304), with an upper limit of six points of armor. This often takes the form of reinforced sub-dermal reinforced bone or layers of fat and cartilage, and appears increasingly inhuman as the points so allocated increase.
* '''Armor:''' One Attribute point can be turned into two points of armor value (Vampire: The Masquerade, p. 304), with an upper limit of six points of armor. This often takes the form of reinforced sub-dermal reinforced bone or layers of fat and cartilage, and appears increasingly inhuman as the points so allocated increase. While vampires gain little benefit from this, apart from a disturbing appearance, it serves a purpose on mortal and ghoul retainers. (See ''Fleshcrafting'', below.)


* '''Appearance:''' The user can change their appearance, either for the sake of hiding their identity, enhancing their Looks Merit, or to mimic someone else. This is a time-consuming affair, taking an entire scene to perform, and requires a Dexterity + Craft test in order to succeed. Difficulty is 3 to hide one’s identity, 4 to increase Looks (each level of the Merit counts as one change) and 5 to mimic a specific person. A failure on the test yields no result (but the Attribute dot is still lost) while a total failure causes the Looks Merit to drop one level, potentially turning into a Flaw if at baseline. Nosferatu are unable to use this aspect of the power for anything but hiding their identity.
* '''Appearance:''' The user can change their appearance, either for the sake of hiding their identity, enhancing their Looks Merit, or to mimic someone else. This is a time-consuming affair, taking an entire scene to perform, and requires a Dexterity + Craft test in order to succeed. Difficulty is 3 to hide one’s identity, 4 to increase Looks (each level of the Merit counts as one change) and 5 to mimic a specific person. A failure on the test yields no result (but the Attribute dot is still lost) while a total failure causes the Looks Merit to drop one level, potentially turning into a Flaw if at baseline. Nosferatu are unable to use this aspect of the power for anything but hiding their identity.


* '''Other changes:''' More creative uses of this power, such as creating a secret pouch somewhere on the body or moving eyes around, are beyond the scope of these mechanics, and the Storyteller needs to decide on the number of changes (and Attribute points lost) required, and the Difficulty and time required for the operation. Dexterity + Craft and Intelligence + Medicine are the most important rolls in these cases.
* '''Other changes:''' More creative uses of this power, such as creating a secret pouch somewhere on the body or moving eyes around, are beyond the scope of these mechanics, and the Storyteller needs to decide on the number of changes (and Attribute points lost) required, and the Difficulty and time required for the operation. Dexterity + Craft or Intelligence + Medicine rolls may be required in these cases.


Changes can be mended as aggravated damage, with each change equivalent to a single level of damage (restoring lost Attribute points accordingly).
Changes can be mended as Aggravated damage, with each change equivalent to a single level of damage (restoring lost Attribute points accordingly).




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 27</sub>''
''<sub>Players Guide, pg. 81</sub>''
</div></div></div>
</div></div>
 
<br><br>
<br><br>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 270</sub>''
''<sub>Core Book, pg. 270</sub>''
</div></div></div>
</div></div>
 
<br>
 
== FLESHCRAFTING ==
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'''Protean''' •••
 
'''Amalgam:''' Dominate ••
 
'''Prerequisite:''' Vicissitude
 
 
''Extending their mastery over flesh, the vampire can inflict their ministrations on the bodies of others. The power is rightly feared, as many of its users have a reputation for inhuman torture, though some employ it to great effect to enhance and adapt their servants and allies.''
 
 
'''Cost:''' One Rouse Check
 
'''Dice Pools:''' Resolve + Protean vs Stamina + Resolve
 
 
'''System:''' In order to use this power, the user must be able to work undisturbed on the subject, who thus either needs to be willing or restrained. For a willing subject, follow the same system as Vicissitude (above). An unwilling subject can resist with their Stamina + Resolve, with the user’s margin counting as Vicissitude successes. Each use of this power takes a full scene to perform. Again, the total number of changes cannot exceed the user’s Protean rating, no matter the number of applications or successes. In case of multiple users working on a single subject, only count the highest Protean rating.
 
 
Changes can be mended as Aggravated damage, with each change equivalent to a single level of damage. (Mortals thus require extensive surgery.)
 
 
'''Duration:''' Permanent
 
<div style='text-align: right;'>
''<sub>Players Guide, pg. 82</sub>''
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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 270</sub>''
''<sub>Core Book, pg. 270</sub>''
</div></div></div>
</div></div>


<br>
<br>


== FLESHCRAFTING ==
== VISCERAL ABSORPTION ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••
'''Protean''' •••


'''Amalgam:''' Dominate ••
'''Amalgam:''' Blood Sorcery ••
 
'''Prerequisite:''' Vicissitude




''Extending their mastery over flesh, the vampire is now able to inflict their ministrations on the bodies of others. The power is rightly feared, as many of its users have a reputation for inhuman torture, though some employ it to great effect to enhance and adapt their servants and allies.''
''A seldom-seen but unmistakably effective way to clean up a mess, this power turns the body of the vampire semi-permeable while drawing inert blood and viscera in the vicinity inside them, feeding their Beast and sating their Hunger. Other bodily remains, bereft of blood, crumble to ash or vanish in greasy smoke. While the vampire using the power draws blood and gore to themselves, the surrounding area is left remarkably clean, and the Sabbat able to employ this ability use it as a way to cover their tracks with great effect.''




'''Cost:''' One Rouse Check
'''Cost:''' One Rouse Check


'''Dice Pools:''' Resolve + Protean vs Stamina + Resolve
'''Dice Pools:''' Strength + Protean




'''System:''' In order to use this power, the user must be able to work undisturbed on the subject, who thus either needs to be willing or restrained. For a willing subject, follow the same system as Vicissitude (above). An unwilling subject can resist with their Stamina + Resolve, with the user’s margin counting as Vicissitude successes. Each use of this power takes a full scene to perform. Again, the total number of changes cannot exceed the user’s Protean rating, no matter the number of applications or successes. In case of multiple users working on a single subject, only count the highest Protean rating.
'''System:''' Use of this power requires at least one dead body in the area of effect, roughly an area extending 5 meters in all directions from the user. The vampire rolls Strength + Protean, and is able to absorb the blood and eradicate the remains of one body per success rolled. The state of the body is of no significance so long as it is fresh, and even “somebody” whose remains are little more than a red smear will be consumed.




Changes can be mended as aggravated damage, with each change equivalent to a single level of damage. (Mortals will thus require extensive surgery.)
The user sates one Hunger per body affected, but cannot sate more Hunger per use than their Blood Sorcery rating, nor can they reduce it below one through this power. Using this power takes one turn per body absorbed. It should also be noted that, while efficient in getting rid of evidence, the power is extremely overt while in use, as the user becomes a literal vortex of blood and viscera. Vampire remains aren’t affected by this power.




'''Duration:''' Permanent
'''Duration:''' One turn per body


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 27</sub>''
''<sub>Sabbat Sect Book, pg. 49</sub>''
</div></div></div>
</div></div>


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== METAMORPHOSIS ==
== FLOW WITHIN THE MOUNTAIN ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' ••••
'''Protean''' ••••


'''Prerequisite:''' Shapechange
'''Amalgam:''' Fortitude •
 
'''Prerequisite:''' Earth Meld
 
 
''The vampire sinks into stone, concrete, brick, asphalt or other rocky surfaces, and may slowly move through the material''




''This power grants an additional animal form to the user, this time also enabling them to change their size. Vampires most commonly metamorphose into bats, rats, unusually large insects, or snakes.
'''Cost:''' No additional cost
(see p. 373)''




'''Cost:''' One Rouse Check
'''System:''' This power functions almost identically to Earth Meld but only on natural or artificial rock surfaces. The user gains the ability to move through either earth or rock, though only at a rate equivalent to a jog.




'''System:''' Same as Shapechange
The user may remain partially merged with the stone during day sleep, appearing akin to a statue. While in this state they do not take damage from sunlight, but must still roll to resist ''terror frenzy'' (Difficulty 3). They also may not heal Aggravated Health damage during this time.




'''Duration:''' One scene unless ended voluntarily before that
'''Duration:''' One day or more, or until disturbed


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 271</sub>''
''<sub>Homebrew Content, pg. XX</sub>''
</div></div></div>
</div></div>


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'''System:''' Horrid Form takes a full turn to activate, during which time the vampire can only defend, using their pre-Horrid Form dice pools. It then grants the vampire a number of free Vicissitude changes (no Attribute dots are lost) equal to their Protean rating. These can be spent on ''Redistribution'', ''Weapons'', and ''Armor''. Generous Storytellers can also consider other changes such as wing-like membranes allowing the vampire to glide, extended limbs for reach, or other creative (but fair) uses. However, with the Beast so close to the surface, ''any'' criticals rolled while using Horrid Form for any reason are considered messy criticals, and any Frenzy test taken is done at a +2 Difficulty level. The vampire also assumes an unmistakably inhuman appearance and is unable to communicate in anything but grunts, hisses, and roars.
'''System:''' Horrid Form takes a full turn to activate, during which time the vampire can only defend, using their pre-Horrid Form dice pools. It then grants the vampire a number of free Vicissitude changes (no Attribute dots are lost) equal to their Protean rating. These can be spent on Redistribution, Weapons, and Armor. Generous Storytellers can also consider other changes such as wing like membranes allowing the vampire to glide, extended limbs for reach, or other creative (but fair) uses. However, with the Beast so close to the surface, any criticals rolled while using Horrid Form for any reason are considered messy criticals, and any frenzy test taken is at +2 Difficulty. The vampire also assumes an unmistakably inhuman appearance and is unable to communicate in anything but grunts, hisses, and roars.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 28</sub>''
''<sub>V5 Companion, pg. 28</sub>''
</div></div></div>
</div></div>
 
<br><br>
 
= '''LEVEL 5''' =


<br>
<br>


== MIST FORM ==
== METAMORPHOSIS ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••••
'''Protean''' ••••
 
'''Prerequisite:''' Shapechange




''The vampire gains the legendary power to turn into a cloud of mist, perceivable to the eye but untouchable by anything save fire, sunlight, and supernatural aggression. They can fit through pipes, crevices, and cracks. While strong winds might buffet them, no natural force can disperse the cloud.''
''This power grants an additional animal form to the user, this time also enabling them to change their size. Vampires most commonly metamorphose into bats, rats, unusually large insects, or snakes.
(see p. 373)''




'''Cost:''' One to Three Rouse Checks
'''Cost:''' One Rouse Check




'''System:''' No roll is required. The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. While in mist form, the vampire moves at walking pace and perceives their surroundings through mystical means as if there as normal. A vampire in mist form cannot make eye contact or speak. They can use only those Disciplines requiring no physical form or presence, at the Storyteller’s discretion. While in mist form the vampire can only be damaged by sunlight, fire, and immaterial supernatural attacks (such as some Rituals).
'''System:''' Same as Shapechange




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 271</sub>''
''<sub>Core Book, pg. 271</sub>''
</div></div></div>
</div></div>
 
<br><br>
 
= '''LEVEL 5''' =


<br>
<br>


== THE UNFETTERED HEART ==
== BLOODFORM ==
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<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••••
'''Protean''' •••••


'''Amalgam:''' Blood Sorcery ••


''Having mastered the power of Protean, the very insides of the user become malleable, almost viscous. The heart, seat of the vitae and unlife of the vampire, detaches and moves freely, if sluggishly, within the chest. This makes the vampire exceedingly hard to stake as the position of their heart changes nightly, and can even allow the user to free themselves from paralysis.''
 
''This rare power lets the vampire take the form of an amorphous mass of blood, or to turn only part of their form to animate vitae.''
 
 
'''Cost:''' One Rouse Check
 
 
'''System:''' The user transforms themselves into a liquid. In this form, they cannot be harmed by most conventional weapons (including stakes), though sunlight and fire still affect them as normal. The user can squeeze through small cracks, and even flow cleanly up walls or across ceilings. While in bloodform (or partially in bloodform), the user can perform general actions such as pushing and pulling, but the difficulty of fine manipulation of electronic devices or liquids increases by two if manipulating them as Blood.




'''Cost:''' Free
The user may use Disciplines as normal, provided they do not need to make eye contact or speak, though they can make a Rouse Check to partially reform eyes, a vocal tract, limbs, or head.




'''System:''' Increases the Difficulty on any non-combat test to stake the vampire by three. In Melee combat, only if the stake-wielder rolls a critical win does the stake penetrate the user’s heart. Even if staked, the user can make a Rouse Check and roll their Strength + Resolve (Difficulty 5) once per hour. A win means they manage to free themselves from paralysis as the stake is pushed out of their body. They cannot attempt such stake expulsion at Hunger 5.
The Kindred can transform only part of the body, such as a finger or leg, as desired, though it still needs to remain in touch with the main body. If part of the mass is separated (or entirely consumed) the user’s consciousness goes with the largest portion of Blood and the user reforms with one additional level of Hunger for each limb (or equivalent body mass) lost. If a portion of the user is consumed, it creates Blood Bonds as normal but the user cannot control their Blood after its been ingested by another.




'''Duration:''' Passive
'''Duration:''' One scene or until the user ends the transformation


<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Core Book, pg. 271</sub>''
''<sub>Gehenna War, pg. 47</sub>''
</div></div></div>
</div></div>


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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>Cults of the Blood Gods, pg. 85</sub>''
''<sub>Cults of the Blood Gods, pg. 85</sub>''
</div></div></div>
</div></div>
 
<br>
 
== MASTER OF FORMS ==
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'''Protean''' •••••
 
'''Prerequisite:''' Shapechange
 
 
''While most users of Protean can assume one or two animal forms, masters of Protean have a vastly extended repertoire.''
 
 
'''Cost:''' None
 
 
'''System:''' The user is no longer limited to choosing one animal form when using Shapechange or Metamorphosis. Rather, they can take on the form of any creature that falls within the limits of those abilities, different each time if they so wish. Each time they choose a beast form, such as a wolf, owl, or bat, they assume the same specific form, which may be recognized by witnesses. Thus, if the character turns into a swan on multiple nights, it always looks like that specific swan. All other limitations of Shapechange and Metamorphosis still apply.
 
 
'''Duration:''' As Shapechange or Metamorphosis
 
 
<div style='text-align: right;'>
''<sub>Gehenna War, pg. 48</sub>''
</div></div>
 
<br>
 
== MIST FORM ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••••
 
 
''The vampire gains the legendary power to turn into a cloud of mist, perceivable to the eye but untouchable by anything save fire, sunlight, and supernatural aggression. They can fit through pipes, crevices, and cracks. While strong winds might buffet them, no natural force can disperse the cloud.''
 
 
'''Cost:''' One to Three Rouse Checks
 
 
'''System:''' No roll is required. The transformation takes three turns, though it can be sped up with additional Rouse Checks on a one-for-one basis. While in mist form, the vampire moves at walking pace and perceives their surroundings through mystical means as if there as normal. A vampire in mist form cannot make eye contact or speak. They can use only those Disciplines requiring no physical form or presence, at the Storyteller’s discretion. While in mist form the vampire can only be damaged by sunlight, fire, and immaterial supernatural attacks (such as some Rituals).
 
 
'''Duration:''' One scene unless ended voluntarily before that
 
 
<div style='text-align: right;'>
''<sub>Core Book, pg. 271</sub>''
</div></div>


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'''System:''' As with Earth Meld (see Vampire: the Masquerade, p. 270), except the vampire is not limited by the makeup of the surface where they take their rest. Some vampires have been known to suffuse themselves into the walls of their manors while others secrete themselves beneath the warped floorboards of a squat, or even hide beneath a shallow pool of "dead water."
'''System:''' As with Earth Meld (Vampire: The Masquerade, p. 270), except the vampire is not limited by the makeup of the surface where they take their rest. Some vampires have been known to suffuse themselves into the walls of their manors while others secrete themselves beneath the warped floorboards of a squat, or even hide beneath a shallow pool of "dead water."




Additionally, in a distance of one mile in any direction from where the vampire’s body has become One with the Land, the vampire may elect to experience any sensory stimuli within that area, such as listening to a conversation therein, physically enjoying a lovers’ tryst, or catching the scent of a fire that an unruly mob may be stoking. The vampire experiences these senses through the presence of animals, however minute, in the vicinity of the events. If the events are discreet or intentionally hidden, a Wits + Animalism test vs. the relevant opposing dice pool used is required.
Additionally, in a distance of roughly one kilometer in any direction from where the vampire’s body has become One with the Land, the vampire may elect to experience any sensory stimuli within that area, such as listening to a conversation therein, physically enjoying a lovers’ tryst, or catching the scent of a fire that an unruly mob may be stoking. The vampire experiences these senses through the presence of animals, however minute, in the vicinity of the events. If the events are discreet or intentionally hidden, a Wits + Animalism test vs. the relevant opposing dice pool used is required.




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<div style='text-align: right;'>
<div style='text-align: right;'>
''<sub>V5 Companion, pg. 28</sub>''
''<sub>Players Guide, pg. 83</sub>''
</div></div></div>
</div></div>
 
<br>
 
== ONE THOUSAND EYES ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••••
 
'''Amalgam:''' Animalism •
 
'''Prerequisite:''' Metamorphosis
 
 
''With mastery of Protean, an individual vampire becomes many hungry creatures of the night at once. This power grants an additional animal form to the user, or rather, many forms of a single kind. The vampire bursts or melts into a large swarm of small animals acting with one will (such as bats, rats, birds, insects, or snakes). This swarm is not only intimidating and hard to kill, but can distract and harry opponents with their sheer numbers. ''
 
 
'''Cost:''' Two Rouse Checks
 
 
'''System:''' Same as Shapechange (Vampire: the Masquerade, p.270), except the vampire adds three to their Health tracker, and swarming a target with the weight of numbers results in a two-dice penalty on all their rolls. In physical combat, swarming more than one person is a minor action (Vampire: the Masquerade, p.298) worth two dice each. Remove unmarked Health first when the power ends, which may result in the vampire falling to torpor.
 
 
'''Duration:''' One scene unless ended voluntarily before that.
 
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''<sub>Homebrew Content, pg. XX</sub>''
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== THE UNFETTERED HEART ==
<div class="toccolours mw-collapsible mw-collapsed" style="width:568px;">
'''Protean''' •••••
 
 
''Having mastered the power of Protean, the very insides of the user become malleable, almost viscous. The heart, seat of the vitae and unlife of the vampire, detaches and moves freely, if sluggishly, within the chest. This makes the vampire exceedingly hard to stake as the position of their heart changes nightly, and can even allow the user to free themselves from paralysis.''
 
 
'''Cost:''' Free
 
 
'''System:''' Increases the Difficulty on any non-combat test to stake the vampire by three. In Melee combat, only if the stake-wielder rolls a critical win does the stake penetrate the user’s heart. Even if staked, the user can make a Rouse Check and roll their Strength + Resolve (Difficulty 5) once per hour. A win means they manage to free themselves from paralysis as the stake is pushed out of their body. They cannot attempt such stake expulsion at Hunger 5.
 
 
'''Duration:''' Passive
 
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''<sub>Core Book, pg. 271</sub>''
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Latest revision as of 17:05, 16 September 2024

PROTEAN

Shapeshifting | Serpentis | Vicissitude | Mutatio | Visceratika


Werewolves despise vampires for their possession of this ability. They consider it a mockery of their own nature, as undead beings become wolves or bats, bearing claws and gnashing fangs like one of their own. Yet, Protean has flowed through the Blood for almost as long as the Kindred have existed. The power to mutate, shift form, and become ever-deadlier predators is as natural to the vampire as it is to the lupine.


Practitioners of Protean employ the Discipline for its utility. The power enables a vampire to become a beast, turn their limbs into weapons, or change their shape into clouds of mist to evade capture, glide through keyholes, or slip through cracks in a window.




CHARACTERISTICS


Discipline protean.png
  • Type: Physical
  • Masquerade Threat: High.
    One of the most overt Disciplines available to vampires, more or less all Protean powers can breach the Masquerade on their own.
  • Blood Resonance: Animal blood, especially animals matching shapeshifted forms; the blood of werewolves, changelings, and other supernatural chimeras of man and beast.


Protean powers that change the shape or in other ways transform the body of the vampire also affect clothing, swallowed items, and other small (under a few grams) wearables. Protean does not affect larger carried items, including backpacks, duffel and sports bags. For this reason users of Protean often travel light.