Protean
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This Discipline allows the vampire to manipulate his physical form. Some Kindred view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine. Whatever its basis, vampires who develop this Discipline can grow bestial claws, assume the forms of wolves and bats, transform into mist and meld into the earth.

Vampires can generally use other Disciplines while transformed - Kindred in wolf form can still read auras and communicate with other animals. However, there are some situations in which the Storyteller may decide that the immortal cannot use a certain Discipline. After all, a vampire in mist form cannot use Dominate, since he has no eyes with which to make contact. The vampire's clothes and personal items also change when he transforms, presumably absorbed within his very substance. Kindred cannot transfigure large objects or other beings; Protean is a very personal expression of undead power.

A vampire who has been staked, thereby trapping his soul within the mortal coil, cannot transform. Some Kindred claim that truly powerful Gangrel - those who have mastered the highest levels of Protean - can deny even this limitation.

Clan Gangrel lays claim to this Discipline, although other individual vampires have learned some of Protean's secrets from these bestial Kindred.

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 difficulty penalties of +2 to perform most feats. At the Storyteller's option, ranged attacks, extended actions and precision tasks (those requiring more than one success to succeed) cannot be performed successfully at all.
This power is the basis from which all other Animalism abilities grow. The vampire creates an empathic connection with a beast, thereby allowing him to communicate or issue simple commands. The Kindred locks eyes with the animal, transmitting his desires through sheer force of will. Although it isn't necessary to actually "speak" in chirps, hisses or barks, some vampires find that doing so helps strengthen the connection with the animal. Eye contact must be maintained the entire time; if it's broken, the Kindred must look into the beast's eyes once again to regain contact.

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