Protean
These powers are available only to those with access to the Protean Discipline.
War Form
Any Kindred with access to Protean receives the Level 0 ability referred to as War Form and a special resource referred to as Metamorphosis Points. For each dot a user possesses in Protean he receives 1 Metamorphosis Point. These points are refreshed at the start of each Scene.
Once the power ends the character re-emerges in the same location where he initially earth melded.
Any Kindred with access to Protean receives the Level 0 ability referred to as War Form and a special resource referred to as Metamorphosis Points. For each dot a user possesses in Protean he receives 1 Metamorphosis Point. These points are refreshed at the start of each Scene.
Level 0
War Form
The Kindreds form shifts and grows adopting predatory characteristics. The Vampire changes into a true predator, inside and out. The Kindred may use his Metamorphosis points to alter his form. He can only choose those alteration that are of the same level or lower as are the number of dots he possesses in Protean. He may only have as many Alterations active at any one time as he has dots in Stamina.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Kindred himself.
- Cost: 1 Rouse Check + X Metamorphosis Points (X – consult the table) + 1 Action (if the highest Alteration costs 1-2 Metamorphosis Points) or 1 Turn (if the highest Alteration costs 3-5 Metamorphosis points)
- Conditions: None
- Risk: Significant as you are changing your physical form.
- Test: Willpower test (3 – if the test is failed than the lowest form of Alteration will remain present for the next hour even after the other Alterations are reversed. If several alterations have the same level, the player can choose which one will remain present)
- Resistance Roll: None
- Duration: 1 Scene, the Kindred can make a second Rouse check at the end of a Scene to keep the current Alterations going but be mindful that the number of Alterations is always limited by your Stamina rating. In addition if the Kindred wants to reverse an Alteration it usually takes an entire Turn to do so or about 5 minutes.
Level 1
Smoke and Mirrors
The Kindred’s body temporarily transforms into smoke to avoid being heavily damaged. Temporarily increase the Kindreds Defence rating by 1 for each dot he possesses in Protean.- Type: Reflexive
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse check.
- Conditions: Does not work against fire or sunlight.
- Risk: Mortals will struggle to understand what just happened.
- Test: Protean + Stamina (3)
- Resistance Roll: None
- Duration: 1 Attack
Weight of Feather
The Kindred’s body becomes as light as a feather. The kindreds weight becomes that of a feather allowing him to move over pressure sensors without activating them, fall from great height without taking any damage and, on some occasions, even glide on a strong wind.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse Check + 1 Action
- Conditions: None
- Risk: Mortals will be stunned by this ability and look for wires or other tricks to try and explain it.
- Test: Protean + Dexterity (3)
- Resistance Roll: None
- Duration: 1 Turn
Adaptability
The Kindred’s is able to adapt his body to more easily survive extreme environments. Add a 1 Point Bonus to the Kindreds Survival skill for each dot he possesses in Protean.- Type: Reflexive
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse Check
- Conditions: None
- Risk: None
- Test: Protean + Stamina (3)
- Resistance Roll: None
- Duration: 1 Test
Level 2
Animal Swarm
The Vampire's body disintegrates into a swarm of bats, birds, rats or other smaller creatures. The vampires body changes into a swarm of small avian or mammalian creatures. The swarm is able to travel at its own pace and will only receive Superficial Damage from incoming attacks unless they are area-based attacks (grenades, flamethrowers, gas). While in this form the Vampire cannot launch an attack, use supernatural abilities or use items. The actual swarm can however distract individuals and cause a general panic.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse Check + 1 Turn
- Conditions: None
- Risk: High as the power can cause a general panic.
- Test: Protean + Dexterity (3)
- Resistance Roll: None
- Duration: 1 Scene or until the Kindred spends 1 Turn to end the power.
Purify the Impaled Beast
Whit a jerk and a spasm the Kindred's body violently ejects the stake in its heart. This power can only be used if the Kindred is staked. If successful the stake is ejected from the Kindreds heart preventing them from going into Torpor. This power can only be attempted when the Kindred is initially staked.- Type: Reflexive
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse Check
- Conditions: Must be staked successfully through the heart.
- Risk: Significant as the stake flies out of the kindreds chest. The wound itself would kill a mortal.
- Test: Protean + Stamina (4)
- Resistance Roll: Strength + Brawl (if the opponent is actively holding the stake in place)
- Duration: 1 Attack.
Adaptation
The Kindreds body can now survive extreme heat and cold without suffering any damage. The character does not take any damage or negative effects when in extreme temperatures. The kindred can operate in temperatures from -100 to 100 degrees Celsius without issue. Note this only protects the Vampire from the heat around them, it does not afford any protections against direct exposure to chemicals (such as liquid nitrogen), fire or sunlight.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: None
- Risk: Low as it only becomes an issue if you are actually seen operating in extremes.
- Test: None
- Resistance Roll: None
- Duration: Permanent
Level 3
Earth Meld
The Kindred melds with the earth under his feet allowing him to sleep away the day without issue. The character sinks into the ground, to a depth of up to 5 meters. No scan or non-supernatural device or sense can pick up the Kindred while he is earth melded. He is virtually invulnerable while he remains underground as nothing short of a detonation can force the kindred out of hiding. This power can remain active while the Kindred slumbers through the day.Once the power ends the character re-emerges in the same location where he initially earth melded.
- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Kindred himself.
- Cost: 1 Rouse Check + 1 Turn
- Conditions: Can only meld into natural ground. Cannot meld into concrete or manmade structures.
- Risk: Significant if caught on camera but hard to prove otherwise.
- Test: Protean + Dexterity (3)
- Resistance Roll: None
- Duration: For as long as the Kindred wishes, until he spends 1 Turn to end the power, is incapacitated or reaches Hunger 5.
Shape of the Inner Beast
The Kindred forces the target's inner nature to come out in a horrible display of violence. If successful the target immediately takes on their most powerful form (Obfuscate abilities that mask ones presence drop, Demons enter their Apocalypse form, Garou enter their Crinos forms, Changelings lose their Mask, Geist take control of Sin Eaters etc) and enters Frenzy.- Type: Power
- Tag: Mental & Physical
- Range & Targets: A single individual within Eye Contact.
- Cost: 1 Rouse Check + 1 Action
- Conditions: Must be able to make Eye Contact
- Risk: Substantial as you are forcing a predator out of hiding.
- Test: Strength + Protean (4)
- Resistance Roll: Stamina + Composure or Resolve (whichever is lower)
- Duration: Until the Frenzy had run its course.
Level 4
One With The Land
The Kindred can now travel through the earth in order to reach his destination in relative safely. This is an upgrade for Earth Meld. The Character can now travel through the earth at the same pace as if he was on foot. He is still limited by not being able to travel through unnatural substances but can now reemerge at a different location to where he initially earth melded.- Type: Upgrade
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: None
- Conditions: Requires Earth Meld.
- Risk: None
- Test: None
- Resistance Roll: None
- Duration: Permanent
Spectral Body
The Kindreds body turns corporeal until it can only be seen by those with supernatural sight. While still considered a Supernatural Creature the Kindred now counts as being a Spirit and can only be damaged by weapons which can harm Spirits, with the exception of fire and direct sunlight which still cause damage as normal. He can see other spirits, is invisible and while he can walk through walls and observe the physical world, he cannot physically impact it or communicate with those who lack the supernatural abilities to speak to spirits.- Type: Power
- Tag: Physical and Spiritual
- Range & Targets: Targets only the Vampire himself.
- Cost: 1 Rouse Check + 1 Turn
- Conditions: None
- Risk: Minor as the actual process is obviously supernatural but the end result is not.
- Test: Protean + Stamina (4)
- Resistance Roll: None
- Duration: 1 Scene or until the Kindred spends 1 Turn to end the power, enters Frenzy or is incapacitated.
Level 5
Mist Form
The Kindred's body changes into a mist that envelops the foe and leaves nothing behind. This power has two separate modes that the Vampire can adopt. Mist Form: In its purest form the character’s body turns to mist. While in mist form the Vampire can only be damaged by direct sunlight. Can move normally in any direction and cannot be obstructed (unless strong gusts of wind are present). In this form he cannot make physical attack or use any of his powers. Gast Form: In its more aggressive form, the Kindred’s body becomes mist like but he still retains his shape. The Kindred can launch physical attacks and use his abilities as per normal. He can be damaged as per normal but all physical attacks suffer a 3 Point Penalty to any rolls made against the vampire. The Vampire must declare which form he is taking before using the power and can switch between the two forms at the cost of 1 Rouse Check + 1 Action.- Type: Power
- Tag: Physical
- Range & Targets: Targets only the Vampire himself.
- Cost: 2 Rouse Checks + 1 Turn (to initially manifest) and 1 Rouse Check + 1 Action (if switching between forms)
- Conditions: None
- Risk: Significant depending on the form you adopt but also difficult to prove.
- Test: Protean + Stamina (5)
- Resistance Roll: None
- Duration: 1 Scene
Remove these ads. Join the Worldbuilders Guild





Comments