This Discipline allows the vampire to change his physical form. He may grow deadly claws, turn into a wolf or bat, even sink into the very earth or turn into mist. While transformed, the vampire can generally use other disciplines (such as Fortitude or Auspex) but others may be too difficult to use (like Thaumaturgy while in bat form). Clan Gangrel lays claim to this Discipline, though any vampire can learn it if.
 

Eyes of th Beast
The vampire's eyes glow red and allow him to see perfectly in pitch darkness.

No Roll is needed but the vampire must declare that he is using the power. However, while using this power, he is at +1 Difficulty on all Social rolls due to the glowing red eyes. Wearing sunglasses though, can take care of that little problem.
 

Feral Claws
The vampire may summon forth a set of long bestial claws from his fingertips (and toes if desired). These claws will cause Aggravated damage in combat and are strong enough to slice through solid stone or even metal with ease. This power can alos allow the vampire to turn his fangs into long tusks with the same characteristics as the claws.

No Roll is needed but the vampire must spend a Blood Point, and the transformation takes one turn to complete. The vampire attacks normally in combat but rolls Strength + 1 for Aggravated damage. Only characters with Fortitude can Soak this damage.
 

Shape of the Beast**
With this power the vampire may change into the form of their paitron animal (such as a wolf or jaguar, chosen by the play at character creation) and that of a bat. A vampire can transform into other animals but must have had some prior contact with them (a visit to the zoo is acceptable).*

No Roll is required but the vampire must spend a Blood Point to transform. The transformation takes 3 turns, however the vampire may spend an additional Blood Point per turn to speed up the process (minimum is one turn to transform). While in their bestial form the vampire gains the all the benefits of the animal (in wolf for the vampire aquires heightened senses, double his normal trveling speed, and RollsStrength +1 for Aggravated damage). Also the vampire may use any Disciplines he knows except Necromancy, Serpentis, Thaumaturgy, and Vicissitude.
 

Earth Meld**
When in contact with at least 10 cubic feet of natural earth (such as standing on open ground, sand etc.), the vampire may literally transmute his physical essence and bond with the earth. Though he cannot move from the spot, this power allows the vampire shelter from the sun (instant haven), fire and most other forms of damage. In fact it is rumored that several of the Antideluvians sleep melded into the earth.  The vampire must also have contact with natural earth, it will not work over artificial turf and obviously it cannot work through blacktop or wooden planks.

No Roll is required but the vampire must spend a Blood Point, the transpormation takes one turn to complete. Furthermore, while in this state, the vampire is in a state one step above Torpor and must make a Humanity roll (Difficulty 6) to rouse themselves from this state.
 

Mist Form
This power allows a vampire to become a thin fog of mist completely controled by the vampire's will. In this form he is immune to all damage except supernatural and takes one less wound from fire and sunlight. Although the vampire may not attack in this form, he may use any Disciplines he knows that do not require a physical form.

No Roll is required but the vampire must spend a Blood Point. The transformation takes 2 turns but with the expenditure of more Blood Points the vampire may reduce the amount of turns. Also, in this state, the vampire is susceptable to wind, and only his rating in Potence allows him to counteract it.
 

Master Levels of Protean
 

* Indicates a deviation from the rules printd by White Wolf.
**The order has been changed to reflect greater realism and common sense.
 
 
 

Animalism | Auspex | Celerity | Chimerstry | Dementation | Dominate Fortitude | Necromancy | Obfuscate | Obtenebration | Potence Presence | Protean | Quietus | Serpentis | Thaumaturgy | Vicissitude