LEVEL 1
EYES OF THE BEAST
Protean •
The vampire can will a supernatural red gleam into their eyes, giving them sight even in the total absence of light.
Cost: Free
System: No roll is required to activate Eyes of the Beast. While active the user ignores any sight penalties imposed by darkness, including supernatural. While active, the inhuman appearance of the eyes confers two bonus dice to Intimidation pools against mortals.
Duration: As long as desired
TROPHY HUNTER
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
WEIGHT OF THE FEATHER
Protean •
The vampire can reduce their effective mass and density, making themselves almost weightless. This allows them to avoid triggering pressure sensors as well as avoiding major damage from falls, collisions, or being thrown. The power cannot be used for longer leaps, as the vampire’s strength is proportionally reduced.
Cost: Free
Dice Pools: Wits + Survival
System: If the vampire has time to prepare, no roll is required. As a reaction, such as during a sudden fall, activating the power requires a Wits + Survival roll at Difficulty 3. As long as the power is in effect, the vampire is immune to damage from falls, collisions, and being thrown. The user also avoids triggering devices that rely on pressure, at the Storyteller’s discretion.
Duration: As long as desired
LEVEL 2
FALSE SIP
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
Blood-Stained Love, pg. 153
FERAL WEAPONS
Protean ••
The vampire can modify its body to produce natural weapons of monstrous proportions. This usually takes the form of fingernails extending into wicked talons but can also come in other forms such as fangs elongating into veritable daggers, as from a gigantic serpent. For the Tzimisce this usually takes the form of bone spurs and similar unnatural weapons.
Cost: One Rouse Check
System: No skill roll is needed to activate this power. When activated, the vampire’s natural weapon of choice becomes a light piercing Brawl weapon with a +2 modifier to damage. Vampiric Bite Attacks still only deal two points of Aggravated damage despite the number of successes, but do not suffer the called shot penalty. Superficial damage inflicted by the user’s natural weapons is not halved while Feral Weapons is active.
Duration: One scene
FLIGHT
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.
SERPENT'S KISS
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.
Blood-Stained Love, pg. 153
VICISSITUDE
Protean ••
Amalgam: Dominate ••
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.
Cost: One Rouse Check
Dice Pools: Resolve + Protean
System: Roll Resolve + Protean. Every success on the roll allows a single Vicissitude change to be made to the user, though the total number of changes cannot exceed the user’s Protean rating, no matter the number of applications or successes. Each change causes the loss of a single Physical Attribute dot of the user, as the body mass must come from somewhere. (No Attribute can be taken below 1.) Each use of the power takes one full turn to perform.
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. 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.)
- 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.
- 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).
Duration: Permanent
LEVEL 3
EARTH MELD
Protean •••
Becoming one with the soil, the vampire sinks into the earth. Unless in torpor, the vampire rises again the following night. This is a particularly popular power with country Gangrel, as well as domicile-bound Tzimisce.
Cost: One Rouse Check
System: No test is required, but the vampire must be on a natural surface: rocks, raw earth, grass, etc. This power does not work on concrete, asphalt, or other artificial surfaces. It takes a turn for the vampire to sink into the earth, leaving carried objects behind atop the soil. While in the earth the vampire is aware of their surroundings, except during day-sleep. At those times, disturbances (e.g., digging or loud noises) awaken them or not as with all vampires (p. 219).
Duration: One day or more, or until disturbed
FLESHCRAFTING
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
SHAPECHANGE
Protean •••
The vampire can assume the shape of an animal roughly the same size as their original mass. The vampire can only change into one type of animal (usually a wolf, sometimes a large feline or a giant snake), usually one associated with their clan or the type of prey they most commonly feed on. The animal, while usually a spectacular example of their species, shows no signs to a mundane observer of being supernatural.
Cost: One Rouse Check
System: No test is required. The transformation takes one turn, during which the user may take no other actions. Upon transformation, the vampire gains the Physical Attributes, senses, and native Skills associated with that animal (see p. 373) and also gains that animal’s natural limits of communication, manipulation (most animals can carry one thing in their mouth), and so forth. The vampire can use other Disciplines, at the Storyteller’s discretion. (By and large, they can use Auspex, Animalism, Celerity, Fortitude, Potence, and Protean; many powers of Dominate, Obfuscate, and Presence pose problems; Blood Sorcery is completely off the table.)
Duration: One scene unless ended voluntarily before that
VISCERAL ABSORPTION
Protean •••
Amalgam: Blood Sorcery ••
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
Dice Pools: Strength + Protean
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.
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: One turn per body
LEVEL 4
FLOW WITHIN THE MOUNTAIN
Protean ••••
Amalgam: Fortitude •
Prerequisite: Earth Meld
The vampire sinks into stone, concrete, brick, asphalt or other rocky surfaces, and may slowly move through the material
Cost: No additional cost
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.
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 day or more, or until disturbed
HORRID FORM
Protean ••••
Amalgam: Dominate ••
Prerequisite: Vicissitude
With a mastery of the body so complete that it surpasses natural limitations, the vampire can take on a truly monstrous form, complete with vicious claws, protruding fangs, ridged features, and corded muscles. Although its exact traits can vary between occasions, the form often has an individual, specific appearance that manifests every time this power is used, a vision of the user’s Beast made flesh. Some look like hellishly malformed animals, some look demonic or atavistic, and some defy any sense of worldly familiarity. Many incorporate the traits of other vampires in nature, such as leeches, bats, ticks, and mosquitoes, magnified to grotesque proportions.
Cost: One Rouse Check
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.
Duration: One scene, unless voluntarily ended sooner.
METAMORPHOSIS
Protean ••••
Prerequisite: Shapechange
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 Rouse Check
System: Same as Shapechange
Duration: One scene unless ended voluntarily before that
LEVEL 5
BLOODFORM
Protean •••••
Amalgam: Blood Sorcery ••
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.
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.
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: One scene or until the user ends the transformation
The HEART OF DARKNESS
Protean •••••
Amalgam: Fortitude ••
Practiced almost exclusively by vampires within the higher echelons of the Church of Set, this power enables a vampire to remove their own heart and store it outside their body. The vampire’s flesh and bone warp as they reach their hand into their bare chest without the need for incision, after which point, they remove the heart. This power is not without risk to the practitioner, and can only be used by a vampire on themselves. The vampire typically places the heart in a ceremonial canopic jar or urn, though there is no restriction as to where the heart can go. Many cult-minded Kindred take advantage of the fact the organ can retain vitae, and even slake their Hunger from afar, by receiving ritualistic blood donations. For as long as it is removed, the vampire is immune to staking attempts, unless a stake is driven through the removed heart. The vampire’s emotions are detached — metaphysically and biologically, if the heart can be said to be the font of emotion — providing them a resilience against their Beast’s urges but a remove from compassion and warmth.
System: This power requires no roll, but inflicts two Aggravated Health damage to the vampire when removing their heart. No powers can be used to mitigate this damage, and reattaching the heart requires two Rouse Checks. Once removed the vampire gains a two-dice bonus to resist frenzy, but suffers a two-die penalty on Remorse rolls.
If the heart is dealt Aggravated Health damage equal to or greater than the vampire’s Health, they fall into torpor. If an extracted heart is destroyed — only possible with fire or sunlight — the vampire experiences final death. While the heart is removed, the vampire’s body cannot be staked unless the heart is located and separately impaled, in which case the vampire falls paralyzed. If blood is fed to the heart, it will slake the vampire’s Hunger as normal (even Blood Bonding them if fed Kindred vitae from the vein), and the heart can be fed from in the same way — possibly leading to diablerie. The vampire is still susceptible to death via fire or sunlight even without a heart.
Duration: Permanent (or until the heart is destroyed/returned)
Cults of the Blood Gods, pg. 85
MASTER OF FORMS
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
MIST FORM
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
ONE WITH THE LAND
Protean •••••
Amalgam: Animalism ••
Prerequisite: Earth Meld
The Kindred possesses such mastery over their own form that they may extend it even into their domain itself. Not only may the vampire sink into the very earth, they maintain a preternatural awareness of events transpiring within the domain.
Cost: Two Rouse Checks
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 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.
Rising from this state before nightfall the day after it has been entered requires a Resolve + Protean test at Difficulty 4, and even then it can take up to an hour for the vampire to fully reemerge. A critical win allows them to rise instantly, however.
Duration: One day or more, or until physically disturbed
ONE THOUSAND EYES
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.
THE UNFETTERED HEART
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