Compiled by Craig Lloyd.
System: The character is no longer restricted to shifting small personal belongings such as clothes, pistols and handbags etc. She is now able to shift with virtually anything she is carrying. Each extra 25lbs of equipment shifted requires the expenditure of one additional Blood Point and once shifted, becomes part of the new form, completely undetectable.
If you have a pet ghoul or there is another living creature which desires to shape-shift with you, it must have consumed one Point of the character's blood and that blood must still be in its system. If, however, the creature is another vampire, then she must drink one Point of your Blood in the same or preceding round to the start of the shift. Whatever the creature, it must be in direct physical contact with you and one of its vampiric Blood Points is used in the shift.
It is impossible to reduce the time of shapeshifting below three rounds by the use of extra Blood Points when employing this power.
System: Activating this power costs one Blood Point per use and takes effect after three rounds. The physical feature alterations last indefinitely, but any scents or secretions only last up to one hour. The Gangrel can return herself to normal immediately and without expenditure.
This power can be applied in a number of very useful situations. Some examples are given below:
Gangrel using this to hide can add two to the target numbers for others to spot them by sight and smell so long as they stay within the appropriate environment. The Gangrel gets to subtract two from the difficulty of her own stealth rolls. If the Gangrel intends to stay still, she can spend a Blood Point and very closely duplicate the surroundings. This emulates the Obfuscate level one power except that the Gangrel needs something more substantial than a post to hide against and Auspex Level 1 does not automatically pierce it.
The Gangrel can emit pheromones to influence those she is communicating with. This positively enhances her Social rolls by +2 dice for the duration, for the target species (humans, lupines, dogs etc.). Pheromones have no effect upon the undead. This can also effectively hide the character's Vampiric nature from detection by Lupines who are using scent (Add two to the effective humanity).
The Gangrel can use the general Protean ability to subtly shape-shift small items of equipment just as when transforming into a wolf or a bat. This allows her to hide small objects upon her person. They are apparently gone, utterly undetectable. When she cancels this power, they will return in their original form.
Her skin can be toughened by scales, chitinous plates or whatever. The effect is to grant the character one automatic soak against any physical damage, but only +1 die against fire and sunlight (if the character already owns Fortitude). While active, this ability reduces the Gangrel's Appearance by one.
The Gangrel can alter her own physical features to some extent, altering her appearance by (1 and granting a -2 difficulty bonus to disguise rolls.
The skin can be made to exude compounds useful in combat or other hostile situations. Acid can burn anyone else touching her (opponents must soak one die of damage for each round she touches them). Oil allows her to slip from opponent's grasps more easily, (+1 difficulty for enemies to grapple, -1 difficulty to slip through bonds.) Each Blood Point spent produces a cumulative effect for the one hour period. Up to three Blood Points can be spent for this purpose.
As with other Protean power's the Gangrel can choose to have her personal clothing and equipment change with the form and effectively vanish for the duration.
Other more minor effects include the ability to alter incidental effects of Proteus Forms: The Gleam of the Red Eyes might become the Gleam of the Green Eyes and Claws might be made to sprout from the feet of a Gangrel as well as the hands.
Homid (Human)
Glabro (Near Man)
Crinos (Wolf-Man)
Hispo (Near Wolf)
Lupus (Wolf)
The forms the Gangrel can take come with all of the accompanying features and the majority of the attribute modifiers. The Crinos form is so compelling that it inspires the panic reaction in mortals.
System: No roll is required to shift forms but the vampire must spend one Blood Point. It takes one turn to shift between each adjacent form (to an overall maximum of three turns) and the Gangrel can still function during this time. However, if the Storyteller allows, the vampire may spend three Blood Points and shift to any form in one turn.
This power also allows the Gangrel to perform partial transformations of her form by expending one Blood Point.
A drawback with this power is the Beast itself. When the Gangrel shifts into an intermediary form, she has voluntarily relinquished some of her control over it, bringing it closer to the surface. In the Glabro and Hispo forms, resisting frenzy is at +1 difficulty. And in Crinos form, +2 difficulty.
If she ever Frenzies, the Gangrel must make a Willpower roll to resist the urge to shift into Crinos form. (Of course, these restrictions do not apply to those who have reached Golconda.)
On the plus side, the Manipulation attribute is not reduced when in intermediate forms and the Gangrel can interact normally (so long as she doesn't get seen).
If the Gangrel also has the Gift of Proteus power, she can transform into the Crinos form associated with alternative creatures, except the truly awesome Man-Bat Crinos form for which she must have gained Level 7 in Protean.
System: No roll is required to activate, but a Blood Point must be spent. Over the next three rounds, the Gangrel's body becomes a smooth and translucent red, finally tumbling to the ground as a body of liquid with a 'point value' of one per Blood Point plus one per Health Level. The liquid is usually blood, but with the Gift of Proteus Discipline the Gangrel can choose water, oil, slime, tar or any other liquid.
The vampire has a limited control over the liquid form, being able to move in any direction (even up walls) at a rate of about three miles an hour. If the Gangrel falls into a suitable body of liquid (i.e. same type of liquid as the Vampire) then she is able to 'swim' through the water at up to five miles per hour.
Liquid produced with this power can be made toxic if ingested. Creatures suffer three wound levels per point of the form drunk or 1 level per point if touched (Difficulty 7 to soak). The Gangrel also suffers one point of blood loss (or one level Health loss).
The Blood form is just that, blood. Any being drinking it gains the usual benefits of drinking the vampire's blood, but also moves one step closer to the blood bond. The Water form is just normal water. This form suffers one die less damage from sunlight and fire and is virtually immune to normal attacks.
System: As with Wolf Claws, the Gangrel must spend a Blood Point before sinking into the surface or whatever. Unfortunately, the more 'unnatural' the material, the more painful it is for the vampire to pass through. Worked stone is comfortable, as are wood, ores and clay.
Fired bricks and metals are quite tolerable whereas something like tarmac or concrete would be detrimental to the health of the vampire. These materials require the vampire to soak a health level of damage on melding through.
They also require the player to make a Willpower roll for the vampire -- with a difficulty of six -- to even consider spending some time there. If this is successful, the vampire can stay melded. Every hour, the vampire must soak one health level of damage and make a Self Control roll with a Difficulty of four. On a botch, the vampire frenzies (no derangement), instinctively trying to escape the pain by returning to the surface or moving away.
Plastic is more damaging. Damage is increased to two dice on a touch and two dice per hour. The Self Control difficulty is raised to six. Also, the Willpower roll required to remain within Plastic is at difficulty eight. Note that all damage soak rolls have a difficulty of eight.
If the character also has Earth Control, she is no longer limited to 'swimming' through earth; she can swim through bricks, walls of buildings, wood and even metal. The latter is very difficult and slow.
System: Those characters who have either (a) Image of the Beast and Gift of Proteus Disciplines or (b) the Gift of Proteus merit can obtain this power at a reduced experience cost as if it were a level 3 Discipline. Otherwise, it costs the full amount.
Statistic Adjustments: Strength +4, Stamina +4, Dexterity +3, Appearance 0
Change Description: The Gangrel gains an additional 15%-25% in height and around 75%-100% body weight. The body becomes dull grey, with leathery skin and the head becomes that of a giant bat. Fangs and talons are well pronounced.
The Gangrel's arms become elongated and can support a thin membrane which allows a mystical, limited and ungainly flight at normal running speed, up to 100 yards per point of Stamina + Fortitude before landing for one round. If combined with Wings of the Predator, the Bat is able to fly without tiring, and leaving her arms free to do what she pleases.
The bite does Strength +1 aggravated damage with a difficulty of five and the standard claws do Strength +2 aggravated damage with a difficulty of six. The Man-Bat's hearing is ultra-acute and can echo-locate effortlessly in place of sight if the need arises.
The Beast is strong within this form, and those who manifest in this form are prone to its depredations. All Frenzy difficulties are at +2.
If the character Frenzies, the player must spend a Willpower point or instinctively take on this form.
As with the other Shapeshifting abilities, the Gangrel must spend one Blood Point to shift in three rounds. If the Storyteller allows, the Gangrel may spend three points and shift in one round.
This is the ability of shapeshifters to transform into multiple creatures, and is required for those vampires who would pass themselves off as the Were-spiders' crawlerling form.
System: Those characters who have either (a) both Image of the Beast and Gift of Proteus disciplines or (b) Gift of Proteus merit with the chosen creature being a Rat can obtain this Discipline at a reduced XP cost. Treat it as if it were a level three Discipline.
The number of creatures formed is five per Health Level and Blood Points remaining after the transformation. These swarm around in a pack under the control of the Gangrel. The Gangrel can control The Horde as a whole and split The Horde into two or more smaller packs (Minimum of 10 creatures per pack.) These packs are all under the control of the Gangrel and the Gangrel can use their senses as well as the Auspex discipline. (assuming she has it) Other disciplines can be used at the Storyteller's discretion; suggested ones are Obfuscate, Celerity and Animalism.
At any time, the Gangrel can gather up The Horde and bring as many of the creatures together as she likes. From these she can reform, regaining one Health level or one Blood Point per five creatures present. Neither Blood nor Health can exceed the initial value though. The Gangrel can reform at will, even if The Horde is split. The remaining packs are no longer under her control and the creatures die and crumble into dust after one hour per point of Stamina.
Once per round, the Gangrel can shift her essence into a different pack to avoid extermination. If the Gangrel is currently controlling a pack which is reduced to less than 10 creatures, she reforms on the spot, Incapacitated with one Blood Point. The rest of the rats die as if the Gangrel reformed normally.
Rats are particularly ferocious if they swarm an opponent. For every full 10 creatures in a pack, that pack does one die of aggravated damage (Difficulty eight, no roll to hit required unless the target is wearing some form of body armour.) For smaller creatures such as spiders and ants simply multiply all of the creature numbers in the above chapter by a reasonable figure.
System: The character's blood is now more potent than the blood of other Kindred of the same generation. The Blood pool of the character is increased by 1/4 rounded down, but the rate at which blood can be spent is not affected.
Kindred drinking this blood feel its potency and become agitated to the point of Frenzy just as if it was real Shapeshifter blood.
Interestingly, the Gangrel is now immune from the Frenzy invoking effects other Shapeshifter's blood, plus, even under Aura Perception, the character appears to be a Shapeshifter, the Aura as bright as any mortal's. In certain situations, this could be tricky for the poor Gangrel to explain.
Still, there are Tremere Blood Rituals which can tell the blood for what it really is.
System: The wings allow the character to fly at 4x walking speed for long distances with only the slightest effort. Faster flight can be attained, but the character will need to make intermittent Stamina + Fortitude checks to avoid fatigue. The faster speeds are similarly 4x their land based counterparts (Jogging, running and sprinting.)
The wings can be used in conjunction with the majority of Gangrel forms and have a wingspan of roughly twice the longest dimension of that form. If the character changes form, then the Wings change too, unless the character wishes them gone.
No roll is required for the use of this power, merely the expenditure of one Blood Point. The wings take three rounds to form unless the Storyteller allows the character to spend three Blood Points, in which case, only one round is required.
System: All Protean powers which require the expenditure of Blood to use now require one point less. Thus the majority of changes no-longer require the use of blood.
System: The character can no longer suffer Final Death due to the claws or magicks of supernatural beings as they no longer cause aggravated damage.
Also, actual aggravated damage (from fire and sunlight), although still able to cause Final Death can be healed at the standard cost of one Blood Point per wound without the limits to the frequency.
System: Double the character's Blood Pool, but not the rate at which it can be spent. This bonus is not cumulative with the Level 7 Blood of the Beast power.
However, if the character has Blood of the Beast, then her vitae has a very strong effect on other characters partaking of it: They find themselves constantly on the edge of rage, barely able to repress their anger at any time (+1 difficulty to resist Frenzy per point imbibed.) on the plus side, the difficulty of Rotschreck is reduced by one per point of potent Blood. If somehow they are panicked, they can recover from the Rotschreck twice as quickly as normal and will not gain Derangements if they botch the roll. Finally, they gain one automatic success on any Courage or Willpower roll.
These effects continue until the last point of the blood is flushed from their system and any effects they were used to power are finished. This blood loses its potency at one point per day if imbibed.
The Gangrel herself can burn two of her own Blood Points to feel the above effect for the duration of one scene.