Protean V5

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Protean
V5Protean.png
Known to Clans
Gangrel, The Ministry and Tzimisce
Nicknames
Morphing, Shapeshifting, Mutatio
Type
Physical
Blood Resonance
Animal Blood or Supernatural Blood of Chimeric source

Protean

Masquerade Threat

High. One of the most overt Disciplines available to vampires, more or less all Protean powers can breach the Masquerade on their own.

About Protean

Werewolves despise vampires for their possession of this ability. They consider it a mockery of their own nature, as undead beings become wolves or bats, bearing claws and gnashing fangs like one of their own. Yet, Protean has flowed through the Blood for almost as long as the Kindred have existed. The power to mutate, shift form, and become ever-deadlier predators is as natural to the vampire as it is to the lupine. Practitioners of Protean employ the Discipline for its utility. The power enables a vampire to become a beast, turn their limbs into weapons, or change their shape into clouds of mist to evade capture, glide through keyholes, or slip through cracks in a window.

Characteristics

Protean powers that change the shape or in other ways transform the body of the vampire also affect clothing, swallowed items, and other small (under a few grams) wearables. Protean does not affect larger carried items, including backpacks, duffel and sports bags. For this reason users of Protean often travel light.

Powers

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    • Eyes of the Beast: The vampire can will a supernatural red gleam into their eyes, giving them sight even in the total absence of light.
    • Weight of the Feather: The vampire can reduce their effective mass and density, making themselves almost weightless. This allows them to avoid triggering pressure sensors as well as avoiding major damage from falls, collisions, or being thrown. The power cannot be used for longer leaps, as the vampire’s strength is proportionally reduced.


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    • Feral Weapons: The vampire can extend their natural weapons to monstrous proportions. This usually takes the form of fingernails extending into wicked talons but can also come in other forms such as fangs elongating into veritable daggers, as from a gigantic serpent.
    • Vicissitude: Amalgam or Dominate 2, This allows Vampires to meld their own flesh into works of art, monstrosities or weapons of mass destruction.


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    • Earth Meld: Becoming one with the soil, the vampire sinks into the earth. Unless in torpor, the vampire rises again the following night.
    • Fleshcrafting: The Vampire must know Vicissitude, Amalgam of Dominate 2, This allows the Vampire to extend their powers of Vicissitude onto others.
    • Shapechange: The vampire can assume the shape of an animal roughly the same size as their original mass. The vampire can only change into one type of animal (usually a wolf, sometimes a large feline or a giant snake), usually one associated with their clan or the type of prey they most commonly feed on. The animal, while usually a spectacular example of their species, shows no signs to a mundane observer of being supernatural. 


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    • Horrid Form: The Vampire must first know Vicissitude, Amalgam of Dominate 2, The Vampire takes on a truly monstrous form that allows them to distribute their Protean Dots into their Attributes.
    • Metamorphosis: The Vampire must first know Shapechange. This power grants an additional animal form to the user, this time also enabling them to change their size. Vampires most commonly metamorphose into bats, rats, unusually large insects, or snakes.


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    • Mist Form: The vampire gains the legendary power to turn into a cloud of mist, perceivable to the eye but untouchable by anything save fire, sunlight, and supernatural aggression. They can fit through pipes, crevices, and cracks. While strong winds might buffet them, no natural force can disperse the cloud.
    • One With the Land: Amalgam of Animalism 2, The Vampire can meld not only with the ground, but their entire Domain.
    • The Unfettered Heart: Having mastered the power of Protean, the very insides of the user become malleable, almost viscous. The heart, seat of the vitae and unlife of the vampire, detaches and moves freely, if sluggishly, within the chest. This makes the vampire exceedingly hard to stake as the position of their heart changes nightly, and can even allow the user to free themselves from paralysis.