Protean
Shapeshifting — claws, mist, animal forms, earth-merging. In-Clan for Gangrel.
Protean is the Gangrel’s birthright — the ability to alter physical form, from retractable claws to full animal transformation to dissolution into mist. Unlike Vicissitude (Tzimisce shapeshifting), Protean changes are instinctive and tied to the primal nature of the Beast. The forms are always animal or elemental, never engineered.
Animal affinity: Each Gangrel develops an affinity with a specific animal over time — typically the animal whose form they favor. Animal features may emerge on the Gangrel’s permanent body with extended Protean use, as the Beast bleeds through the flesh.
Powers
● Eyes of the Beast
Cost: None | Pool: Automatic | Duration: Until dismissed
The vampire’s eyes shift to the glowing red eyes of a predator — perfect night vision, seeing in complete darkness as clearly as daylight.
Side effect: While active, the eyes are visibly inhuman. Mortals who see them must succeed at a Courage roll (difficulty 4) or react with fear. In social situations, this power may cause obvious unease or panic.
●● Feral Claws
Cost: 1 Blood Point | Pool: Automatic | Duration: Until dismissed
Grow natural claws capable of dealing aggravated damage. They retract fully when dismissed.
Damage: Claws deal Strength + 1 aggravated damage. This is one of the few sources of aggravated damage available to most vampires without fire or sunlight.
Climbing: Claws allow climbing at half normal movement speed on any surface with purchase (stone walls, wood, brick — not glass).
●●● Earth Meld
Cost: 1 Blood Point | Pool: Automatic | Duration: Until the vampire chooses to surface or is forced up
Sink into natural earth (not concrete, not asphalt — bare soil, stone, sand). The vampire and everything they carry merges completely below the surface. Invisible, undetectable by normal means.
Day rest: Earth Meld is the traditional Gangrel method of day sleep. The vampire is completely safe from sunlight and protected from most physical threats.
Forced expulsion: If the earth is disturbed above the vampire (digging, explosives, heavy construction) they may be forced up; this deals damage as per the disturbance.
Limitation: Cannot be used on paved, constructed, or heavily treated ground. Natural earth only.
●●●● Shape of the Beast
Cost: 1 Blood Point | Pool: Automatic | Duration: Until the vampire reverts voluntarily
Transform into a specific animal form. Two primary options, chosen when the power is learned:
Wolf: Large wolf form. Retains vampire Disciplines and uses wolf physical statistics (Strength 3, Dexterity 4, Stamina 3, natural bite). Can communicate with other wolves via Animalism.
Bat: Medium bat, wings functional. Flight speed approximately 30 mph. Retains Disciplines; uses bat physical statistics (Strength 1, Dexterity 5, Stamina 2, sonar orientation in darkness). Can communicate with bats via Animalism.
Additional forms: With Storyteller approval, other predator forms (panther, serpent, large bird of prey) may substitute.
Clothing and equipment: Merges with the body on transformation. Cannot be accessed in animal form.
●●●●● Mist Form
Cost: 1 Blood Point | Pool: Automatic | Duration: Until the vampire reverts voluntarily
Dissolve into a cloud of mist. The mist form:
- Cannot be physically harmed by most weapons
- Can pass through any opening that is not airtight (including under doors, through keyholes)
- Moves at approximately walking speed; can move faster with strong wind
- Cannot use most Disciplines (Storyteller discretion — Auspex may work; Presence partial)
- Can perceive surroundings as normal (sight, sound, etc.)
Vulnerabilities: Wind and fire affect mist form. Sustained high wind disperses the mist (halves movement, difficulty penalties). Fire forces a Courage roll to pass through. Sunlight affects mist form as it does physical form.
Elder Powers
Spectral Form (●●●●● ●)
Cost: 1 Willpower | Pool: Automatic | Duration: Scene
Become completely incorporeal — pass through solid matter, immune to all physical weapons. Cannot physically interact with the world. Other supernatural attacks (fire, magical weapons, Disciplines) still affect the vampire. Can still observe, speak, and use mental Disciplines.
Body of the Sun (●●●●● ●●)
Cost: 3 Blood Points | Pool: Stamina + Fortitude, difficulty 8 | Duration: One turn per success
Transform into living fire. Immune to fire and sunlight while in this form. All physical contact deals aggravated fire damage to the attacker. Can move through the air. Sunlight does not damage the vampire in this form — they are, temporarily, more sun than vampire.
Blissful Summer (●●●●● ●)
Cost: 5 Blood Points | Pool: Automatic | Duration: Until next dawn
Gangrel elder power.
Remain in Mist Form even while comatose during the day. In Mist Form, the vampire is immune to physical attacks. Fire and sunlight still inflict damage. The vampire is not roused by noise or activity. The vampire cannot awaken before dusk unless their Mist Form is injured; at dusk they automatically resume physical form.
Smoke and Mirrors (●●●●● ●)
Cost: 4 Blood Points | Pool: Automatic (reflexive) | Duration: Instant
Gangrel elder power.
Reflexively convert into Mist Form when an attack connects, automatically negating that attack. The vampire may activate this power any time after damage is determined but before it is marked. Once damage is applied or the scene moves past that moment, the window closes. The vampire reverts to physical form once the immediate danger passes.
Shape Mastery (●●●●● ●)
Cost: 1 Blood Point | Pool: Perception + Survival, difficulty 7 (2 successes required) | Duration: Full scene
Gangrel elder power.
Force another shapeshifter out of any adapted form and back into their native (original) shape. Requires the vampire’s blood to be in contact with the target — fresh blood (within a few minutes) from a previous wound, smeared on clothing, or marked deliberately. Once blood contact exists and the target is in line of sight, the vampire spends a blood point and rolls. Two successes are required.
While this power is active, the target cannot assume any alternate form. If the target consumed the vampire’s blood, they cannot remove it easily. If they merely have blood on their skin or clothing, they can cleanse it in a full turn of action, ending the effect. This power works against Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude shapeshifting at levels equal to or lower than the vampire’s Protean, and also confounds native shapeshifting abilities of Lupines and Fae.
Animal Swarm (●●●●● ●●)
Cost: Equal to number of creatures formed (1 BP per creature, distributed evenly) | Pool: Automatic | Duration: Until sunrise
Gangrel elder power.
Dissolve into a swarm of small creatures (rats, crows, scorpions) up to a maximum number equal to the vampire’s blood points, with each creature carrying 1 blood point. The vampire may direct them in unison or individually, but can only focus on one at a time.
All creatures must remain within 300 yards of each other; any that leave this radius dissolve to ash and their blood is forfeit. The vampire may reform from any creature; when reforming, all animals within 10 yards are reabsorbed, and those farther away dissolve at sunrise (their blood recovered). If only one creature remains, the vampire immediately reverts to humanoid form.
Available Disciplines while swarmed: Auspex, Celerity, Fortitude, Obfuscate, and Potence. Blood expenditure for Disciplines is drawn from the individual creature activating the power; creatures reduced to 0 blood points are destroyed. If total remaining blood drops below 3 at reformation, check for frenzy.
Mythic Form (●●●●● ●●●)
Cost: 3 Blood Points | Pool: Automatic (3-turn transformation) | Duration: Until sunrise or voluntary reversion
Gangrel elder power.
Transform into a legendary beast from the vampire’s culture or psyche — dragon, griffin, sphinx, thunderbird, Loch Ness monster, chupacabra. The form must be non-human and is set permanently at the time the power is first learned; it cannot be changed afterward.
When purchasing this power, divide 9 points among Strength, Dexterity, and Stamina as bonus attributes. Then choose one each:
Defensive Bonus: Armor Plating (+4 armor) or Invulnerability (immune to one source: fire, acid, electricity, etc.)
Offensive Bonus: Deadly (natural weapons deal aggravated damage), Venomous (bite or claw inflicts a poison), or Mighty (Strength treated as 3 higher for damage only)
Movement Bonus: Aquatic (swim at twice normal speed), Fast (ground speed doubled), or Flight (fly at normal movement speed)
Special Power: Any one Discipline power at 5 dots or lower — usable while in Mythic Form as if the vampire possessed it, without needing the lower-level prerequisites. Thaumaturgy and Necromancy powers chosen this way require no speech or gesture to activate.