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.