Protean
Practiced by: Gangrels

1 - Eyes of the Beast
The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.

2 - Feral Claws
By spending one blood point, the vampire may grow one-inch claws on her fingers, which do aggravated damage. This change takes one turn to complete.

3 - Earth Meld
By spending one blood point, the vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.

4 - Shape of the Beast
By spending one blood point over three turns, the vampire can transform into a wolf or a bat. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.

5 - Mist Form
By spending one blood point over three turns, the vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.

6 - Adaptibility (Gangrel Only)
The vampire may survive and function in a particular extreme environment, such as extreme cold, underwater, etc. The environment in which the vampire may exist is chosen when she learns this power, and may not subsequently be changed.

6 - Flesh of Marble
The vampire’s skin, while retaining its usual flexibility, is as hard as stone, and she will take only half-damage (round down) from everything except fire and sunlight.

6 - Earth Control
The vampire may move around in the earth, as if swimming in it. Chases under earth may be resolved by both parties making Strength + Athletics rolls.

7 - Spectral Body
By spending a blood point, the vampire can become insubstantial. The vampire’s appearance doesn’t change, she can move as if real, she is not affected by gravity or wind, and she may pass through solid objects.

7 - Shape of the Beast's Wrath
By spending three blood points the character instantly transforms into an unholy version of were-beast's attle forms, depending on animal the vampire feels most kinship with. This power adds seven dots to the characters Physical attributes which must be distributed with at least one to each attribute. Additionally, the character inflicts Str+2 dice of aggravated damage from bite and claw attacks in this form. She also gains an extra Hurt level, double her normal running speed and is assumed to have both Heightened Senses and Eyes of the Beast after the transformation. All Social Attributes drop to 1, or 0 if they were already 1 (except when making Intimidation rolls) and all difficulties to resist frenzy are increased by 2.

8 - Purify the Impaled Beast
Roll:Willpower, difficulty 6 or 8 if paralyzed by staking.
An elder Gangrel with this power can expell foreign substances and objects from her body explosively including stakes that are piercing her heart. Dirt, bullets and even chemicals are expelled violently, thrown further for larger objects. Objects expelled this way are considered to have an attack dice pool of three for any bystanders, and to have a dice pool of one to four (depending on size) for damage.
If the character wishes to leave an object in his body (such as a prosthetic limb) or partially in (expelling a stake from her heart, but leaving it in her chest), the player must spend a Willpower point when the power is activated.

9 - Inward Focus
The player spends four bloodpoints, then two per every turn Inward Focus is maintained. The character gains a number of extra turns equal to her unmodified Dexterity score. The Damage of all physical attacks is increased by three dice per pool, finally all damage inflicted on the character is halved and rounded down after the soak roll is made. This power may be used in conjuction with other powers such as Shape of the Beast's Wrath and Celerity to make the Gangrel an opponent that nightmares are made of.