Post by Hematite on Mar 5, 2014 11:59:32 GMT
Protean [V20 199]
Vampires in Protean forms can use any discipline for which they still meet the basic requirements (except as listed), such as eye contact, speaking, or touch. Mist form is incapable of "touching" targets for any power delivered that way.
Protean 1: Eyes of the Beast [V20 199]
A character's eyes may glow a different color than red when using this power. The color is personal to the Kindred, and is determined once when the power is first learned and not able to be changed thereafter. Red is most common, but other colors, especially when this power is learned by those outside the Gangrel clan, do occur.
This power does not allow you to see through Obtenebration, which is more like a cloud of free-floating ink than true darkness.
This power is the mystical ability to see in darkness. It is not infrared vision, ultraviolet vision, thermographic vision, x-ray vision, or any other semi-scientifically explainable phenomenon.
The glow generated by use of this power is very faint, only visible on a dark night (but when else would you really be using this discipline?), and is completely concealed behind a pair of sunglasses.
The +1 difficulty to social rolls with mortals from this power does not apply to Intimidation checks against mortals, which actually receive -1 difficulty while this power is active.
Protean 2: Feral Claws [V20 199]
Feral Claws are supernaturally sharp, allowing a Kindred to claw through stone or metal with enough time, even without Potence. This is a factor of their sharpness and resilience, not a supernatural force behind them (e.g. not because they deal aggravated damage). This still takes time to painstakingly scratch away at more durable materials that the user cannot rend due to his strength; they are not lightsabers cutting through steel like butter. The claws simply will not dull or break.
This power can be used on the fangs instead, transforming them into huge tusk-like spikes, and allowing the vampire to deliver his bite attack (for damage, not blood) without first requiring a hold.
This power reduces climbing difficulties or other Athletics tests to maneuver complicated terrain by 2. Using this advantage leaves notable claw marks in the scenery as evidence.
The user can choose when he activates this power whether he wishes claws to grow on his hands or his feet or both. He may also choose to only grow claws on a single hand or foot if he desires.
Growing claws while wearing any form of gloves or gauntlets (or shoes or boots if grown on the feet) will irrevocably destroy that equipment.
Damage from Feral Claws is considered Impact aggravated damage.
Protean 3: Earth Meld [V20 199]
All direct methods to locate an Earth Melded character are at +2 difficulty, as are. This does not apply to indirect methods such as powers that allow the user to ask questions of other beings such as spirits, wraiths or animals, but any abilities they might use to gather the information will suffer the increased difficulty.
While earth-melded, the character is “in a transitional state…between the physical world and the astral plane”. Emerald Coven Chronicles considers this state to be synonymous with the Mirror Lands, not truly in the Penumbra nor the physical world, able to be affected (though at +2 difficulty) from either side. Any attempt at violence from either side instantly ends the power, returning the user to his physical state as described in the power. The initial attack that returns the user to his physical state deals damage as normal.
Vampires may take actions on the round they are forced out of the soil, but at -2 initiative that round.
Forcing someone out of Earth Meld is done by any attack that would ordinarily do damage to their resting place, such as digging, bulldozing, etc. The attack must be of sufficient strength to damage a hard stone like marble.
While interred in the earth, the user remains fully conscious (though he does still suffer the Weight of the Sun during the day). However he has no awareness of his surroundings.
When rising from the earth, the user of this power will rise in the exact spot in which she melded with the earth.
While interred, the user may use any purely mental discipline or other effect, but cannot take any physical action.
The user’s carried and worn equipment will meld with him when this power is activated, though no piece of carried equipment more than approximately 20 pounds will meld with him. All worn equipment will meld with the user. However, the definition of “worn” will be interpreted very literally and harshly. DO NOT ABUSE THIS.
Protean 4: Shape of the Beast [V20 200]
Emerald Coven Chronicles uses the expanded mechanics for this power found in the Revised Clan Book Gangrel on page 67 for ALL characters, not just Gangrel. The text of that is presented below:
•••• SHAPE OF THE BEAST REVISITED [CbR-Ga 67]
This version of Shape of the Beast applies only to vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these 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 - these 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 forms (the sense group may be different in two forms).
System: The character spends one blood point to assume either animal form. The transformation requires three turns to complete (spending additional blood points reduces the transformation time by one turn per point spent, to a minimum of one). The Gangrel remains in his beast form unit the next dawn, unless he wishes to change back sooner. Clothing and small personal possessions transform 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 allotted 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 addition, the Gangrel's bite inflicts Strength aggravated damage, and claws inflict Strength +1 aggravated 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 bit bonus, but no claw damage). Running speed is usually doubled, unless an alternate 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 (Gangrel 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 animal's small size (those Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this bonus).
While in the animal's shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility of speech - the vampire must use the Animalism Discipline Feral Whispers to speak to animals. All Attributes and Abilities 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 forms. 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 Gangrel 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 environment 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 based, and their interpretations will naturally 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 often possible that the sire's influence affects the child's expectations; if the 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 Discipline exhibits lines 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. The 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.
This version of Shape of the Beast applies only to vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these 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 - these 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 forms (the sense group may be different in two forms).
System: The character spends one blood point to assume either animal form. The transformation requires three turns to complete (spending additional blood points reduces the transformation time by one turn per point spent, to a minimum of one). The Gangrel remains in his beast form unit the next dawn, unless he wishes to change back sooner. Clothing and small personal possessions transform 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 allotted 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 addition, the Gangrel's bite inflicts Strength aggravated damage, and claws inflict Strength +1 aggravated 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 bit bonus, but no claw damage). Running speed is usually doubled, unless an alternate 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 (Gangrel 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 animal's small size (those Gangrel who take large forms like the eagle may keep their full Strength by sacrificing this bonus).
While in the animal's shape, the vampire can use any Discipline he possesses except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility of speech - the vampire must use the Animalism Discipline Feral Whispers to speak to animals. All Attributes and Abilities 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 forms. 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 Gangrel 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 environment 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 based, and their interpretations will naturally 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 often possible that the sire's influence affects the child's expectations; if the 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 Discipline exhibits lines 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. The 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.
The choice of animal forms is NEVER a conscious choice on the part of the character. Whenever a character gains this power, he or she must talk with the STs and work out the justification and details of his or her new alternate forms, which will be recorded in Grapevine.
If the character possesses the Animal Affinity merit, either his fight or flight form (as appropriate to the chosen animal) MUST be his chosen animal.
The merit Gift of Proteus from the 2nd Edition Clan Book Gangrel on page 37 is available in play, with the following altered mechanics:
Gift of Proteus (1, 2, or 4 point merit).
This merit allows the Gangrel a much greater degree of control over his bestial forms. The number of points invested in this merit dictate the amount of control the character has.
If this merit is taken for 1 point, the Gangrel has full control over the cosmetic appearance of his alternate forms. This also includes incidental physical differences, such as breed, sex, and coloring.
If this merit is taken for 2 points, the Gangrel may vary his forms to a greater degree, allowing the user to shift the bonus physical dots acquired in his Fight Form at will, with the caveat that no physical category may be altered by more than 1 dot.
If this merit is taken for 4 points, the Gangrel gains such a degree of control over his alternate forms, that he may acquire more than a single fight or flight form. In addition to the effects of the 1 and 2 point versions of this merit, the Gangrel gains a second pair of forms associated with him that he may choose to call upon whenever he activates Protean 4. These forms will have their own allocations of attributes. In addition, the Gangrel with this degree of control, may continue to acquire new alternate forms throughout their existence. In order to acquire a new form, the Gangrel must drink the heart's blood of the creature they wish to imprint and then purchase this merit again for 2 points (6 xp in game). Each new form will have its own set of attribute modifications registered at the time the new form is purchased, although these may be modified by use of the 2 point version of this merit.
Non Gangrel may learn this merit from a teacher in game, to allow them to learn secondary forms of Protean.
This merit allows the Gangrel a much greater degree of control over his bestial forms. The number of points invested in this merit dictate the amount of control the character has.
If this merit is taken for 1 point, the Gangrel has full control over the cosmetic appearance of his alternate forms. This also includes incidental physical differences, such as breed, sex, and coloring.
If this merit is taken for 2 points, the Gangrel may vary his forms to a greater degree, allowing the user to shift the bonus physical dots acquired in his Fight Form at will, with the caveat that no physical category may be altered by more than 1 dot.
If this merit is taken for 4 points, the Gangrel gains such a degree of control over his alternate forms, that he may acquire more than a single fight or flight form. In addition to the effects of the 1 and 2 point versions of this merit, the Gangrel gains a second pair of forms associated with him that he may choose to call upon whenever he activates Protean 4. These forms will have their own allocations of attributes. In addition, the Gangrel with this degree of control, may continue to acquire new alternate forms throughout their existence. In order to acquire a new form, the Gangrel must drink the heart's blood of the creature they wish to imprint and then purchase this merit again for 2 points (6 xp in game). Each new form will have its own set of attribute modifications registered at the time the new form is purchased, although these may be modified by use of the 2 point version of this merit.
Non Gangrel may learn this merit from a teacher in game, to allow them to learn secondary forms of Protean.
This power takes 3 full turns to complete as a baseline, decreasing by one turn per additional blood spent during the activation of the power and coming into full effect on the user’s Initiative on the fourth turn since its activation (or sooner if additional blood is spent). This additional blood is limited by Generational maximums but may be spent over multiple rounds. For example, if a 10th Generation Gangrel spent 1 blood to activate this power, it would take effect on his Initiative 4 turns later. If on the second turn he spent an additional blood point to this power, the power would come into effect on his Initiative 2 turns later. If he spent a third blood point the following round, the bonuses would come into effect that turn. If an 8th Generation Gangrel wishes to transform faster and spends 3 blood points when initially activating the power, the effects would manifest initially on his Initiative 2 turns later. If he spent an additional blood point on the following turn, the effects would manifest that turn. Spending additional blood points to speed up this transformation may never reduce the time to less than one full round (effects manifesting on the user’s Initiative the following round).
This power is considered an Incompatible Transformation.
While in this form, the character is banned from using any form of Blood Magic or any Transformation Discipline other than Protean.
This power conveys all the benefits and detriments of the powers Eyes of the Beast and Feral Claws inherent in the transformation.
Fight forms may be flying creatures if they are particularly large. This replaces the double movement speed benefit.
Both Fight and Flight forms must be real creatures, and must be either a creature that the user has seen himself or strongly identifies with.
Form changes that grant bonus Attributes do so above Generational limits, increasing your maximum Attribute by that amount as well, as it pertains to spending blood to increase Physical Attributes.
Protean 5: Mist Form [V20 200]
Potence allows the kindred some resistance against serious threat of being blown about by storm class wind created by Weather Control, Way of Wind, or just naturally present in the city. This includes powerful vacuums and other attempts to contain the mist physically. In such a case, roll the user’s unmodified Potence in a resisted roll against a dice pool determined by the strength of the wind (1 for a strong gust, 3 for high winds, 5 for gale-force winds, 7+ at ST discretion for hurricanes or tornadoes depending on severity). If the wind scores more successes, the Mist Form character can take no action that turn as he is swept up involuntarily and buffeted about in the winds, moved a distance and direction determined by the Storyteller in association with the strength and direction of the wind.
If the mist is trapped in a small space or pressurized somehow, the Kindred may resist pressurization with Potence as above, rolling unmodified Potence as a resistance pool to whatever force is pressurizing the area he is trapped in or against the Strength of the force trying to enclose him in a small space, and also return to their true shape at any time, breaking whatever holds them and taking appropriate soakable damage in the process.
This power is considered an Incompatible Transformation.
Any power that affects his own body in a physical way is considered to be a discipline that “requires physical substance” and thus cannot be used in this form.
Mist Form can float upward at the user’s normal speed. It can also squeeze through tiny cracks, moving through any seal that is not completely airtight.
While in this form, a character cannot “touch” anyone or anything for the purposes of powers that require touch as a component.
A character in Mist Form cannot speak.
This power takes 3 full turns to complete as a baseline, decreasing by one turn per additional blood spent during the activation of the power and coming into full effect on the user’s Initiative on the fourth turn since its activation (or sooner if additional blood is spent). This additional blood is limited by Generational maximums but may be spent over multiple rounds. For example, if a 10th Generation Gangrel spent 1 blood to activate this power, it would take effect on his Initiative 4 turns later. If on the second turn he spent an additional blood point to this power, the power would come into effect on his Initiative 2 turns later. If he spent a third blood point the following round, the bonuses would come into effect that turn. If an 8th Generation Gangrel wishes to transform faster and spends 3 blood points when initially activating the power, the effects would manifest initially on his Initiative 2 turns later. If he spent an additional blood point on the following turn, the effects would manifest that turn. Spending additional blood points to speed up this transformation may never reduce the time to less than one full round (effects manifesting on the user’s Initiative the following round).
This power transforms the user into a small cloud of mist, approximately 4 feet in diameter. The character may compress or distend this form as he wishes while the power is active, but may not split into multiple mist clouds.
Should a Mist Form character flow over another character, that character will be considered Blind and must use all the normal rules for Blind Fighting. As this is not caused by darkness, Protean 1 does not help, though Serpentis 2 will halve the penalties as normal.
Characters in Mist Form receive -3 difficulty to all Stealth rolls as Mist blends in nearly anywhere.
As a vampire in Mist Form has no physical substance, he may not take the usual physical action to put himself out while on fire. However similarly, the fire has no physical form to cling to, allowing the Mist Form vampire to simply move out of the burning area if he is able.
The mist does not appear unnatural in any way unless the vampire intentionally moves in unnatural patterns or takes some other impossible action.
Protean 6: Adaptability [Cb-Ga 37]
Protecting against high temperatures offers no protection against fire.
Emerald Coven Chronicles has no established position on the effects of space travel on vampires. Try it and find out.
Protean 6: Blissful Slumber [DAV 207]
A character may take no actions of any kind while in this form.
This power puts the user in a deeper sleep than is normally caused by the Weight of the Sun. The user will not awaken before the following sunset for any reason unless this power is somehow interrupted during that time.
When the user wakes, he may choose to either immediately reassume his natural form or spend a blood point to remain in Mist Form, as per Protean 5.
Protean 6: Earth Control [V20 200]
The character may only move at half her normal walking speed. Moving at all takes an action and the character does not receive the usual speed increase for dedicating an action to movement.
The supernatural awareness gained while this power is in effect does not extend past the surface. However, a character using this power may make a Perception + Alertness roll at difficulty 11 (Auspex applying) to sense the relative positions and weight of anyone within 50 feet of her current location who has recently moved along the ground by feeling the tremors. The Storyteller may lower this difficulty for particularly bulky or heavy moving objects.
A character using this power may attempt to locate and attack those using Earth Meld at no increase in difficulty as they occupy the same realm and “in-between state”.
Protean 6: Flesh of Marble [V20 201]
Unlike most transformation powers, this power activates on the user’s Initiative of the turn that the blood is spent, not the following turn.
This power applies only to Impact damage. Discount the part of this power that says it applies to explosions (other than shrapnel explosions).
This power lasts for the duration of the scene.
This power gives no visible or tactile change to the user.
Protean 6: Loki’s Gift [LS3 28]
A Cainite using Loki’s Gift will take on all physical Attributes (but not abilities or Disciplines) of his new form.
This power is considered an Incompatible Transformation.
This power will take the form of the last person the user fed on, in whatever form that happened to be at the time if that victim was under another Transformation power.
If the last time the user gained blood was from a source of mixed blood such as the Vaulderie, this power may not be used.
While in this form, this is considered to be the user’s natural form for the purposes of detection powers such as Aura Perception or the Combination Discipline See the True Shape, but not for powers that alter shape such as Proteus’ Bane or Stone of True Form.
Protean 6: Mastery of the Earth [DAC 90]
This is an earlier version of the power Earth Control. Emerald Coven Chronicles uses that version of the power. See above for its clarifications.
Protean 6: Proteus’ Bane [PGttLC 152]
This power does not require a full point of blood be smeared on the victim, only requiring a spatter.
If at least 2 health levels of damage were dealt to the user by any melee weapon, anyone within a yard of the user will be considered spattered.
Cleaning the blood off (assuming the victim has located it and recognizes the need) takes 2 actions (or 1 action if the character can immerse the affected area in water) per point of blood smeared on the victim, or one action if less than a point. Blood that has been ingested or otherwise entered into the bloodstream cannot be purged unless the victim spends all blood currently in his system.
Knowledge of the details of this power, particularly the fact that it requires the user’s blood on the victim or that cleaning off the blood will end the effect is considered Level 4 Gangrel Lore knowledge, and too specific to be included in Cainite Lore at any level.
This power must be used within one hour of the blood being applied (in the case of blood being externally smeared on the victim) or within the same night (if blood has been ingested or otherwise entered the blood stream).
This power removes all Vicissitude modifications the target may have, returning his attributes to their original levels (or leaving him with unused modification points if those attributes have subsequently been raised with experience points). If the victim is in Horrid Form (Vicissitude 4) at the time this power is used, the same is true for all modifications to that form as well.
Shifters subjected to this power will automatically assume their Breed Form.
This power dispels the effects of any Transformation Discipline of level 6 or below.
While this power is active, the victim cannot use any Transformation Discipline unless the power’s user allows it. This means that even if the user is killed, the victim will be unable to use any Transformation Discipline for the remainder of the scene.
If still within the allotted time limit (1 hour if blood was externally applied, remainder of the night if internal) this power may be reactivated in subsequent scenes using the normal system for its activation.
This power is considered an Incompatible Transformation.
Protean 6: Shape Mastery [CbR-Ga 69]
This is an earlier version of the power Proteus’ Bane. Emerald Coven Chronicles uses that version of the power. See above for its clarifications.