Protean

Protean

Type: Clan Discipline
Clan Favored: Gangrel
Protean is the vampire’s mastery of his own body. With the Protean Discipline, the vampire’s own body becomes as malleable as his Vitae. Masters of this discipline are adept shape changers capable of manipulating their own form as easily as they can take others.

• Aspect of the Predator
Cost: None
Activation Time: Instant
Duration: Scene
Activation Roll: Stamina + Resolve + Protean
Target: Self

Exceptional Success: The discipline is activated reflexively allowing the vampire to take a single action in the same turn.

By simply taking a few moments to focus, the vampire dons the predator’s mien which can unnerve even the most savage beast. This discipline carries a few benefits:

First, when approached by wild animal or a mundane human, the vampire may attempt a Presence + Intimidation + Protean to scare the mundane creature away. The difficulty for both humans and animals is equal to the higher of their Resolve or Composure. Such a check can be made in the same turn that the vampire activates Aspect of the Predator. The vampire can only attempt this use of Aspect of the Predator on one creature once per scene. If the creature has caused physical harm to the vampire during the same scene, they are immune to this ability for the rest of the night.

Second, a vampire that has Aspect of the Predator can freely ignore the drawbacks of interacting with a vampire of a higher Blood Potency. Any vampires that encounter another vampire with Aspect of the Predator since the Vampire’s Blood Potency to be roughly equal to their own if theirs is higher, though this can be contested with supernatural perception. This ability of Aspect of the Predator is considered “always on” but can be reflexively suppressed by the vampire if he chooses.

Unique Clan Discipline
Vampires that favor the Protean Discipline gain the 9 again quality to scare away mundane creatures using the first application of this ability.

•• Haven of Soil
Cost: 1 Vitae
Activation Time: Instant
Duration: Scene
Activation Roll: Stamina + Resolve + Protean
Target: Self

Exceptional Success: The discipline is activated reflexively allowing the vampire to take a single action in the same turn.

With this ability, the vampire can become part of any solid material that is the same size as him or larger. Exiting the substance is an Instant action and provided the substance is not thicker than a number inches equal to the vampires Protean score, he may exit either side of the substance. This ability, among other things, allows the vampire to literally step through solid walls. If the vampire is residing within an object that is destroyed, either through a feat of strength or structure damage, the vampire is reflexively expelled in the space the object once stood. While within the object, the vampire remains vaguely aware of his surroundings. The vampire does not suffer exposure to sunlight while immersed in another material. Vampires melded into a solid object may not physically affect his surroundings. When submerged, the surface of the object the vampire inhabits appears to be stained with dried blood.

Unique Clan Ability
The vampire may also meld into any liquid of his size or larger. If the liquid is destroyed or somehow dispersed so that it no longer has a size rating equal to or greater than the vampires, the vampire is immediately deposited in the central location of the former mass. When melded into a larger object, such as a lake, the vampire must remain in the same location taking up a spot of roughly his Size. While submerged, the vampire is immune to sunlight but is unable to affect his surroundings as normal. Any liquid the vampire inhabits appears to be mixed with faint wisps of blood.

••• Claws of the Wild
Cost: Varies
Activation Time: Instant
Duration: Scene
Activation Roll: Stamina + Resolve + Protean
Target: Self

Exceptional Success: The discipline is activated reflexively allowing the vampire to take a single action in the same turn.

With this level of mastery, the vampire can manipulate his body to grant himself animalistic traits. Each trait requires the vampire spend vitae within a single turn so the vampire is prevented from assuming a trait with a Vitae cost higher than the number of Vitae he can spend in a single turn, as determined by his blood potency. Beyond that, the vampire may activate as many traits as he has Vitae. Players are encouraged to come up with additional applications of this discipline through the basic manipulation of a single feature on the vampire, but all applications should be approved by the Storyteller and reference the original discipline for balance.

1 Vitae
The vampire may grant himself a trait to increase the severity of damage dealt by a single natural attack, such as dealing lethal damage with his fists by growing claws. When the vampire uses this trait on his bite, the vampire removes the need to grapple a target before using his bite attack. Multiple activations on the same feature over multiple rounds are not cumulative, but a vampire with sufficient blood potency could spend 2 Vitae to upgrade his unarmed attacks to deal aggravated damage.

The vampire may add one damage to any natural attack by manifesting an animalistic augmentation. Multiple activations on the same feature over multiple rounds are not cumulative, but a vampire with sufficient blood potency could spend any number of Vitae to add to the accuracy of a single feature for the duration.

The vampire can grant himself an animalistic feature of some sort, such as enhanced senses, by altering a portion of his body to resemble that of the animal he seeks to mimic. Examples include the ability to see in the dark, scent, or extraordinary hearing. This manifestation grants the vampire two additional dice on the corresponding roll per vitae spent in the same turn, but any additional abilities (such as tracking someone or locating an invisible target by scent) are subject to Storyteller discretion. This application of Protean can also grant a two die bonus on skill uses not related to combat, such as growing webbing between the vampire’s fingers and toes for a two die bonus to Athletics rolls while swim. As a general rule, the application of these features should have the same breadth as a specialty.

2 Vitae
The vampire can grant himself an additional feature, such as a third arm or a tail. The limb should have similar functionality to an existing appendage, such as a tail that can grip weapons. Limbs grown this way cannot grant the vampire an additional action, but a vampire could use this discipline to circumvent penalties (such as a vampire growing a tail to wield a sword when his hands are bound). Should the vampire’s body be bound to prevent him from gaining an additional feature, the vampire should make a Strength + Stamina roll to break free of the bonds with a difficulty determined by the Storyteller. The vampire cannot use this feature to alter his own size. Alternate modes of transportation granted by this application, such as flight or tunneling, have a movement speed equal to the vampire’s base movement speed but can be augmented by other disciplines (such as Celerity) as normal.

3 Vitae
The vampire can alter his body in a way to that benefits one of his derived physical characteristics. A vampire using this application of the Protean discipline typically adds his Protean rating to the trait in question. Examples include hardening one’s skin to grant his Protean rating in armor or augmenting ones legs to grant his Protean rating as a bonus to his base speed. This discipline cannot grant the vampire cumulative bonuses to the same statistics and cannot alter attributes (and, by proxy, Defense) or skills directly. Features augmented with this application of Protean are always obvious. Alternatively, the vampire can use this application of Protean to assume a similar humanoid form of the same size, noting the activation roll as the difficulty for any observers to notice he is who he pretends to be.

Unique Clan Ability
A vampire with Protean as a favored discipline chooses a unique manifestation of Claws of the Wild. Henceforth, the vampire receives a 1 Vitae discount (minimum 0) when activating that unique feature. The vampire may change this manifestation with the expenditure of a single experience point at any time.

•••• Shape of the Beast
Cost: 1 Vitae
Activation Time: Instant
Duration: Scene
Activation Roll: Stamina + Resolve + Protean
Target: Self

Exceptional Success: The discipline is activated reflexively allowing the vampire to take a single action in the same turn.

The vampire may assume the shape of any natural creature he has seen and at least had the opportunity to study for one minute. The activation roll successes can be added to or subtracted from his natural size to determine the size of the creature he can take. The difficulty to notice the vampire is not the creature he masquerades as is equal to the activation successes of the roll baring other indicators (such as behaving intelligently when disguised as an animal) which are contested normally. The vampire assumes the physical attributes of the animal he imitates and gains all of the natural features the animal possesses, such as natural attacks or augmented senses noted in the animal’s entry. The mundane appearance of the animal is entirely at the whim of the vampire provided the appearance does not include any features that are not native to the creature. A vampire could choose to become a wolf with rainbow fur but could not become a wolf with wings (unless further applications of the Protean discipline are applied to his new shape). Other applications of the Protean discipline endure for the scene regardless of how many times the vampire uses Shape of the Beast to assume alternate forms.

Unique Clan Ability
A vampire that favors the Protean discipline may choose one form from his library to be a “favored form.” Henceforth when assuming that form, the vampire reduces the cost to do so to 0 Vitae and may always assume that form reflexively as long as one success was acquired on the activation roll. The vampire may change a favored form with the expenditure of a single experience point at any time.

••••• Body of Spirit
Cost: 1 Vitae + 1 Willpower
Activation Time: Instant
Duration: Scene
Activation Roll: Stamina + Resolve + Protean
Target: Self

Exceptional Success: The discipline is activated reflexively allowing the vampire to take a single action in the same turn.

This ability allows the vampire to become completely incorporeal and cannot physically interact with any material objects or creatures. The vampire may deactivate this ability at will but must pay the cost to reactivate it. While incorporeal, the vampire may only interact with creatures or objects that are also incorporeal but otherwise retains full access to his disciplines and other supernatural abilities. Further, the vampire is weightless and may move in any direction at his base speed in defiance of gravity and may also pass through solid objects freely. While incorporeal, the vampire is also immune to sunlight.

Unique Clan Ability
A vampire with Protean as a favored Discipline can choose to reflexively cross the gauntlet upon activating this ability.

Protean

Corporate Woman Jonathonathon