                          HIGHER LEVELS OF PROTEAN



   ****** Carry the Burden: You have honed your general shapeshifting
   abilities considerably and are now able to subsume much larger objects
   into your being when it changes.
   affected with you if they partake of your Blood.

   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 expendature 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.

   ****** Cloak of the Chimera: With this highly flexible power, the
   Gangrel can alter her superficial bodily features, skin colour, tone
   and scent in any way she desires. She could give herself the ultimate
   disguise, the body paint job of the century, fur, scales. Or instead,
   subtly change her colour, pattern and scent to match the surroundings,
   rendering herself virtually undetectable.

   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 Vmapire 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). Whilst 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.

   ****** Gift of Proteus: This ability allows the Gangrel to choose the
   shapes achieved by the Protean Discipline and only costs the same as a
   Level 5 Discipline for those with the four point Merit of the same
   name. The vampire may turn into any creature usually regarded as a
   "Creature Of The Night": A Bat, Black Cat, Crow, Hound, Rat, Spider,
   Weasel, Fox, Toad etc. The Gangrel also has control over the
   destination species, but more precise mimicry is impossible.

   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.

   ******* Image of the Beast: The Gangrel has learned to compel the
   Beast within her. With this power she can shift into the intermediary
   Lupine forms, in the same manner as the true Shapeshifters.

   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.

   ****** Liquidity: Where the Form of Mist allows the vampire to change
   into a gaseous body, Liquidity allows the Gangrel to shift into a
   liquid form.

   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 tocuhed (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.

   virtually immune to normal attacks.

   ****** Sovereign Meld: The Gangrel is no longer limited to melding
   with natural earth. She can now just as effortlessly meld with any
   other natural, solid material. This includes worked stone, bricks,
   mortar, clay and wood.
   passes through highly processed materials such as concrete or plastic,
   she will suffer wracking pain. And only in the most dire of
   circumstances will a Gangrel Meld with plastic for a prolonged period.

   System: As with Wolf Claws, the Gangrel must spend a Blood Point
   before sinking into the surface or whatever. Unfortnately, 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. But the latter is very difficult and
   slow.

   ******* Man-Bat: This is the legendary form rumoured to have been
   possessed by Dracula himself. The Gangrel gains the ability to shift
   into a terrifying creature of Rage and Power.

   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.
   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.

   ******* The Horde: One of the many powers of Vlad the Impaler was
   that, at will, he could shift his form into a multitude of creatures.
   Foolish is he who tries to pursue this pack. For the Gangrel
   shapeshifts not into one creature, but into a horde of smaller
   identical ones.

   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.

   ******* Blood of the Beast: The Gangrel's blood has been empowered
   with the Beast and increased in Potence. Her blood now possesses very
   similar qualities to real Shapeshifter blood. In a way similar to the
   Ruse of the Wolf's clothing merit, the Gangrel can no longer be
   detected as being anything other than a true, living, Shapeshifter.

   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.

   ******* Wings of the Predator: Gangrel who have obtained this power
   can cause leathery bat-like wings to sprout from their back. They can
   then fly almost effortlessly for long periods of time. The wings are
   often fearsome looking and sometimes associated with devils and
   demons.

   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 tiredness. 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.

   ******** Protean Mastery: The Gangrel has mastered the art of
   shapeshifting to the point where she can reduce the Blood cost of
   transformations significantly. 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.

   ********* Ease of Healing: The Gangrel's body and flesh have been
   transformed to such an extent that their composition no longer
   resembles what they once were. The only apparent difference is a
   lustrous and utterly pure alabaster look to the skin, yet those
   characters possessing this powerful ability no longer suffer
   aggravated wounds at the hands of supernatural entities. They can also
   heal >from other aggravated wounds just as easily as they can from
   normal damage.

   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.

   ********** Endless Tide of Vitae: Those Gangrel with this power have
   managed to increase the potency of their blood far beyond the normal
   limits of even the mightiest Kindred.

   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 vit' has a
   very strong effect on other character's 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 R"tschreck 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.
