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