Protean

Protean allows the Kindred the mystical ability to manipulate his
physical form. Some vampires believe the power stems from a heightened
connection to the natural world, while others consider it to be a
magnification of the mark of Caine. Whatever its basis may be, those
that develop this Discipline can grow bestial claws, take on the forms
of bats and wolves, turn themselves into mist, and even meld into the
very earth itself.

Protean Cheat Sheet - This sheet is a quick chart of what rolls are needed for what
abilities. Keep in mind that the sheet and this page is a cut down
version of the V20 page we use on subnet to make it easier to reference.
 For all of the details regarding Protean, please go here.

## [1] Eyes of the Beast

The vampire sees perfectly well in pitch darkness, not requiring a
light source to notice details in even the darkest basement or cave. The
 vampire's Beast is evident in his red glowing eyes, a sight sure to
disturb most mortals.

**System:** The character must declare his desire to call forth
the Eyes. No roll is necessary, but the change requires a full turn to
complete. While manifesting the Eyes, the character suffers a +1
difficulty to all Social rolls with mortals unless he takes steps to
shield his eyes (sunglasses are the simplest solution). (A vampire
without this power who is immersed in total darkness suffers
blind-fighting penalties).

## [2] Feral Claws

The vampire's nails transform into long, bestial claws. These talons
are wickedly sharp, able to rend flesh with ease and even carve stone
and metal with little trouble. The Beast is prominent in the claws as
well, making them fearsome weapons against other immortals.

**System:** The claws grow automatically in response to the
character's desire, and can grow from both hands and feet. The
transformation requires the expenditure of a blood point, takes a single
 turn to complete, and lasts for a scene. The character attacks normally
 in combat, but the claws inflict Strength + 1 aggravated damage. Other
supernaturals cannot normally soak this damage, although a power such as
 Fortitude may be used. Additionally, the difficulties of all climbing
rolls are reduced by two.

## [3] Earth Meld

One of the most prized powers within Protean, Earth Meld enables the
vampire to become one with the earth. The immortal literally sinks into
the bare ground, transmuting his substance to bond with the earth.
Though a vampire can immerse himself fully into the ground, he cannot
move around within it. Further, it is impossible to meld into earth
through another substance. By
interring himself in the ground, the vampire gains full protection from
daylight when outdoors. The vampire is difficult to sense, even
through supernatural means. However, a disruption to the soil that the
immortal occupies, or to his presence on the astral realm, returns him
immediately to the physical world (and to full wakefulness), showering
dirt outward as his body displaces the soil.

**System:** No roll is necessary, although the character must
spend a blood point. Sinking into the earth is automatic and takes a
turn to complete. The character falls into a state one step above torpor
 during this time, sensing his surroundings only distantly. The player
must make a Humanity roll (difficulty 6) for the character to
rouse himself in response to danger prior to his desired time of
emergence. Since the character is in an in-between state, any attempts
to locate him (catching his scent, scanning for his aura, traveling
astrally, and so on) are made at +2 difficulty. Astral individuals
cannot affect the vampire directly, instead meeting with a kind of
spongy resistance as their hands pass through him. Similarly, digging in
 the material world encounters incredibly hard-packed earth, virtually
as dense as stone. Attempts at violence upon the submerged vampire from
either side return him to his physical nature, expelling the soil with
which he bonded in a blinding spray (all Perception-based rolls are at
+2 difficulty for the turn). The character himself subtracts two from
his initiative for the first turn after his restoration, due to
momentary disorientation. Once expelled from the earth, the vampire may
act normally.

## [4] Shape of the Beast

This endows the vampire with the legendary ability to transform into a
 wolf or bat. A Kindred changed in this way is a particularly imposing
representative of the animal kingdom. He retains
his own psyche and temperament, but can still call upon the abilities of
 the beast form -- increased senses for the wolf and flight for the bat.

**System:** The character spends one blood point to assume the
desired shape. The transformation requires three turns to complete
(spending additional blood points reduces the time of transformation by
one turn per point spent, to a minimum of one). The vampire remains in
his beast form until the next dawn, unless he wishes to change back
sooner. While in the animal's shape, the vampire can use any Discipline
he possesses except anything mystical such as Thaumaturgy.. Furthermore,
each form gives the character the abilities of that creature. In wolf
form, the vampire's teeth and claws inflict Strength + 1 aggravated
damage, he can run at double speed, and the difficulties of all
Perception rolls are reduced by two. In bat form, the vampire's Strength
 is reduced to 1, but he can fly at speeds of up to 20 miles per hour,
difficulties for all hearing-based Perception rolls are reduced by
three, and attacks made against him are at +2 difficulty due to his
small size.

## [5] Mist Form

This truly unsettling power enables the vampire to turn into mist.
His physical shape disperses into a hazy cloud, but one still subject
entirely to the immortal's will. He floats at a brisk pace and may slip
under doors, through screens, down pipes, and through other tiny
openings. Although strong winds can blow the vampire from his chosen
course, even hurricane-force winds cannot disperse his mist shape.

**System:** No roll is required, although a blood point must be
spent. The transformation takes three turns to complete, although the
character may reduce this time by one turn for each additional blood
point spent (to a minimum of one turn). Strong winds may buffet the
character, although Disciplines such as Potence may be used to resist
them. Vampires in Mist Form can perceive their surroundings normally,
although they cannot use powers that require eye contact. The vampire is
 immune to all mundane physical attacks while in mist form, although
supernatural attacks affect him normally. Also, the vampire takes one
fewer die of damage from fire and sunlight. The character may not attack
 others physically while in this state -- this includes encountering
another vampire in mist form. He may use Disciplines that do not require
 physical substance, however.