Post by Andrei on Jun 12, 2007 15:44:32 GMT
Gangrel
1 • Eyes of the Beast (VtM 3rd)
You can see perfectly in normal darkness. Limited vision is possible even in total darkness. When this power is activated, your eyes glow an eerie red.
2 • Feral Claws (VtM 3rd)
You are able to grow an inch-long claw on each finger. These claws make excellent weapons in combat and can be used in attacks. Wounds caused by the claws are especially vicious.
3 • Earth Meld (VtM 3rd)
One of the most prized powers that a vampire can possess, Earth Meld has saved the lives of countless vampires through the ages. This power enables you to make the earth a part of yourself and thus merge with it. Others viewing your use of Earth Meld will simply see you sink into the ground. You can only sink into earth. It is impossible to meld into earth through another substance or into another substance altogether.
4 • Shape of the Beast (VtM 3rd)
You may transform into either a wolf or a bat. When in the form of either creature, you benefit from all the obvious advantages, such as the increased senses of the wolf or the bat's ability to fly.
4 • Shape of the Beast Revisited (Cbk Gang Rev)
This version only applies to the vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these forms are chosen when the power is acquired and may not be changed. The vampire keeps his own personality, memories, and skill and can also use the natural abilities of the animal form. Both animal forms grant improved senses. Costs one blood point to assume either animal form. The transformation takes 3 turns (spending additional blood points reduces the transformation time by one turn per point spent). The Gangrel remains in his beast form until the next dawn, unless he wishes to change back sooner. Clothing and personal items transform with the Gangrel.
The Gangrel's bite inflicts aggravated damage as do his claws in "fight" form. Running speed is doubled, unless an alternate method of locomotion like swimming is available. "Flight" form allows him to fly at a speed equal to his running movement. While in the animal's shape, the vampire can use any Disc except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility of speech.
5 • Form of Mist (VtM 3rd)
You possess the vampiric power of legend to transform into mist. Your very essence seems to slowly float apart when this power is employed. Many advantages are gained in mist form. You can float in any direction at walking speed, are not affected by physical attacks, and can slip through even the tiniest openings with ease.
6 • Adaptability (Cbk Gangrel)
With this level, a vampire can adapt himself to one particular extreme environment (set at time of attaining this power). Extreme cold, heat (short of Celsius 200, the Kindred-kindling temperature), even deep sea pressure or the vaccuum of space may be endured with varying comfort. A deep-sea-going vampire still might be eaten, and a space-traveller had best avoid the sunlight.
6 • Earth Control (VPG)
The vampire is no longer limited to melding with the earth but can swim through it like water.
6 • Flesh of Marble (VPG)
The vampire's skin becomes hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the vampire without proper equipment or preparation.
6 • Shape Mastery (Cbk Gang Rev)
Gangrels who have mastered this level of shapeshifting may use the power of their blood to force other shapechangers to resume their normal forms. For the power to function, the Gangrel must have some portion of her blood in contact with the target, whether willing or unwillingly. Spending an additional blood point activates this power. This power persists for a full scene or until the target removes the Gangrel's vitae from his body. If the target has actually consumed the Gangrel's blood, tough luck. This power is effective on the Discipline forms at Levels Six and below: Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude. It also confounds the native shapechanging abilities of Lupine and other werecreatures.
7 • Animal Swarm (Cbk Gang Rev)
Upon activating this power, the Gangrel dissolves into a swarm of small creatures such as rats, crows, or scorpions. The creatures remain under the Gangrel's control, and he may direct them in unison or as individuals. The vampire may reform from all or any of the creatures, but forfeits the blood carried by any creatures that do rejoin the whole. The Gangrel may disperse into as many creatures as he has blood points or may choose to form fewer creatures. The power lasts until sunrise, or until the Gangrel chooses to retake his humanoid form. Creatures who do not rejoin the Gangrel's body may be reabsorbed through the course of the night. Any creatures left running around at dawn instantly dissolve into small piles of ash and blood. The vampire may use Auspex, Celerity, Fortitude, Obfuscate and Potence. This power takes one turn.
7 • Form of the Ghost (VPG)
This power enables the vampire to change into a form similiar to Form of Mist. The vampire is still insubstantial, but she appears no different from her regular form. She can move as fast as in her regular from but is not effected by gravity, thus gaining a version of flight. Can pass through solid objects but winds and storms have no effect on this form. The vampire can also still speak.
7 • Homunculus (VPG)
The vampire can create a 3" tall duplicate of himself, drawing it from deep in his mouth. The duplicate will have no disciplines, but will be physically identical to its master, very loyal to its creator and will do anything asked of it, its personality is usually a warped version of its masters, often expressing the most buried aspects of the vampire's true nature. It communicates in a small, pitiful voice, and normally quite dutiful and doting. This power can only be used once a day and the creature will remain as long as it is feed one bloodpoint per hour (it can only hold 3 bloodpoints at a time).
7 • Restore the Mortal Visage (GC)
This power allows an elder to temporarily return her appearance to what it was before the embrace. Several Nosferatu elders have attempted this and it is whispered that they met spontaneous, grotesque Final Deaths when they attempted to take their mortal form.
7 • Shape of the Beast's Wraith (GC)
Users of this power are often mistaken for Tzimisce in Horrid Form. A vampire using this shifts into a huge, monstrous from, gaining half her body size again and tripling her weight. Her overall shape flows into an unholy combination of her own form and that of the animal she feels closest to. Transformation takes 3 posts. The form will last until sunrise or she transforms back. Loses ability to communicate verbally.
8 • Movement of the Slowed Body (VPG)
With this power, the vampire can move even if she is in torpor, has been staked, or is paralyzed. This movement is exceptionally slow. This would allow the vampire to remove a stake, although this action would take about half an hour.
8 • Mythic Form (Cbk Gang Rev)
Using this power, the Gangrel transform himself into a creature of myth, complete with the terrifying abilities that such creatures must have possessed. Ancient Scythian vampires often choose the form of the griffin. Egyptian Gangrel may choose the sphinx, and Native American vampires may opt for the form of the thunderbird. The Gangrel also acquires any special abilities attributed to the mythic beast; a griffin, for example, would have the ability to fly and a devastating claw attack.
Costs three points and the transformation takes three turns. Cannot be speeded up. This lasts until the next sunrise or until the vampire voluntarily returns to her natural form. While transformed, the character retains the ability to speak, although her voice will be changed to reflect the nature of the assumed form.
8 • Purify the Impaled Beast (GC)
An elder with this power can expell foreign objects from her body with great force, even excising stakes that transfix her heart. The larger the object, the farther away it will be hurled.
9 • Dual Form (VPG)
With this power, the vampire can split herself into 2 weaker forms, both of which act as though they were the original. This can be done more than once. It is possible to split into 8 forms. The forms can recombined providing they are touching.
The process itself takes only a few moments, but can be quite grisly to watch. If the forms have spend a great deal of time apart, it is likely that the weaker one will not want to recombine and will have to be tracked down and forced to rejoin.
9 • Inward Focus (GC)
A Methuselah with this power can heighten the efficiency of her undead body's internal workings, withstanding inconceivable amounts of injury and moving with blinding speed and shattering strength. This power can be used with other Protean abilities. Costs 4 bloodpoints to activate and an additional 2 for every post.
10 • Body of the Sun (VPG)
With a great expenditure of vitae, the vampire can turn her body into an invunerable ball of fire, burning and blinding all around her. While in this form, the vampire cannot be hurt by anything physical, it will pass through her gaseous form. The vampire maintains her old form and height, but her appearance is hazy and unclear.
1 • Eyes of the Beast (VtM 3rd)
You can see perfectly in normal darkness. Limited vision is possible even in total darkness. When this power is activated, your eyes glow an eerie red.
2 • Feral Claws (VtM 3rd)
You are able to grow an inch-long claw on each finger. These claws make excellent weapons in combat and can be used in attacks. Wounds caused by the claws are especially vicious.
3 • Earth Meld (VtM 3rd)
One of the most prized powers that a vampire can possess, Earth Meld has saved the lives of countless vampires through the ages. This power enables you to make the earth a part of yourself and thus merge with it. Others viewing your use of Earth Meld will simply see you sink into the ground. You can only sink into earth. It is impossible to meld into earth through another substance or into another substance altogether.
4 • Shape of the Beast (VtM 3rd)
You may transform into either a wolf or a bat. When in the form of either creature, you benefit from all the obvious advantages, such as the increased senses of the wolf or the bat's ability to fly.
4 • Shape of the Beast Revisited (Cbk Gang Rev)
This version only applies to the vampires of Clan Gangrel. The Gangrel may transform into a "fight" form and a "flight" form; these forms are chosen when the power is acquired and may not be changed. The vampire keeps his own personality, memories, and skill and can also use the natural abilities of the animal form. Both animal forms grant improved senses. Costs one blood point to assume either animal form. The transformation takes 3 turns (spending additional blood points reduces the transformation time by one turn per point spent). The Gangrel remains in his beast form until the next dawn, unless he wishes to change back sooner. Clothing and personal items transform with the Gangrel.
The Gangrel's bite inflicts aggravated damage as do his claws in "fight" form. Running speed is doubled, unless an alternate method of locomotion like swimming is available. "Flight" form allows him to fly at a speed equal to his running movement. While in the animal's shape, the vampire can use any Disc except Necromancy, Serpentis, Thaumaturgy or Vicissitude. The vampire loses all use of his hands and all facility of speech.
5 • Form of Mist (VtM 3rd)
You possess the vampiric power of legend to transform into mist. Your very essence seems to slowly float apart when this power is employed. Many advantages are gained in mist form. You can float in any direction at walking speed, are not affected by physical attacks, and can slip through even the tiniest openings with ease.
6 • Adaptability (Cbk Gangrel)
With this level, a vampire can adapt himself to one particular extreme environment (set at time of attaining this power). Extreme cold, heat (short of Celsius 200, the Kindred-kindling temperature), even deep sea pressure or the vaccuum of space may be endured with varying comfort. A deep-sea-going vampire still might be eaten, and a space-traveller had best avoid the sunlight.
6 • Earth Control (VPG)
The vampire is no longer limited to melding with the earth but can swim through it like water.
6 • Flesh of Marble (VPG)
The vampire's skin becomes hard as stone while losing none of its flexibility. It is nearly impossible to cut or stake the vampire without proper equipment or preparation.
6 • Shape Mastery (Cbk Gang Rev)
Gangrels who have mastered this level of shapeshifting may use the power of their blood to force other shapechangers to resume their normal forms. For the power to function, the Gangrel must have some portion of her blood in contact with the target, whether willing or unwillingly. Spending an additional blood point activates this power. This power persists for a full scene or until the target removes the Gangrel's vitae from his body. If the target has actually consumed the Gangrel's blood, tough luck. This power is effective on the Discipline forms at Levels Six and below: Obtenebration, Protean, Serpentis, Thaumaturgy, and Vicissitude. It also confounds the native shapechanging abilities of Lupine and other werecreatures.
7 • Animal Swarm (Cbk Gang Rev)
Upon activating this power, the Gangrel dissolves into a swarm of small creatures such as rats, crows, or scorpions. The creatures remain under the Gangrel's control, and he may direct them in unison or as individuals. The vampire may reform from all or any of the creatures, but forfeits the blood carried by any creatures that do rejoin the whole. The Gangrel may disperse into as many creatures as he has blood points or may choose to form fewer creatures. The power lasts until sunrise, or until the Gangrel chooses to retake his humanoid form. Creatures who do not rejoin the Gangrel's body may be reabsorbed through the course of the night. Any creatures left running around at dawn instantly dissolve into small piles of ash and blood. The vampire may use Auspex, Celerity, Fortitude, Obfuscate and Potence. This power takes one turn.
7 • Form of the Ghost (VPG)
This power enables the vampire to change into a form similiar to Form of Mist. The vampire is still insubstantial, but she appears no different from her regular form. She can move as fast as in her regular from but is not effected by gravity, thus gaining a version of flight. Can pass through solid objects but winds and storms have no effect on this form. The vampire can also still speak.
7 • Homunculus (VPG)
The vampire can create a 3" tall duplicate of himself, drawing it from deep in his mouth. The duplicate will have no disciplines, but will be physically identical to its master, very loyal to its creator and will do anything asked of it, its personality is usually a warped version of its masters, often expressing the most buried aspects of the vampire's true nature. It communicates in a small, pitiful voice, and normally quite dutiful and doting. This power can only be used once a day and the creature will remain as long as it is feed one bloodpoint per hour (it can only hold 3 bloodpoints at a time).
7 • Restore the Mortal Visage (GC)
This power allows an elder to temporarily return her appearance to what it was before the embrace. Several Nosferatu elders have attempted this and it is whispered that they met spontaneous, grotesque Final Deaths when they attempted to take their mortal form.
7 • Shape of the Beast's Wraith (GC)
Users of this power are often mistaken for Tzimisce in Horrid Form. A vampire using this shifts into a huge, monstrous from, gaining half her body size again and tripling her weight. Her overall shape flows into an unholy combination of her own form and that of the animal she feels closest to. Transformation takes 3 posts. The form will last until sunrise or she transforms back. Loses ability to communicate verbally.
8 • Movement of the Slowed Body (VPG)
With this power, the vampire can move even if she is in torpor, has been staked, or is paralyzed. This movement is exceptionally slow. This would allow the vampire to remove a stake, although this action would take about half an hour.
8 • Mythic Form (Cbk Gang Rev)
Using this power, the Gangrel transform himself into a creature of myth, complete with the terrifying abilities that such creatures must have possessed. Ancient Scythian vampires often choose the form of the griffin. Egyptian Gangrel may choose the sphinx, and Native American vampires may opt for the form of the thunderbird. The Gangrel also acquires any special abilities attributed to the mythic beast; a griffin, for example, would have the ability to fly and a devastating claw attack.
Costs three points and the transformation takes three turns. Cannot be speeded up. This lasts until the next sunrise or until the vampire voluntarily returns to her natural form. While transformed, the character retains the ability to speak, although her voice will be changed to reflect the nature of the assumed form.
8 • Purify the Impaled Beast (GC)
An elder with this power can expell foreign objects from her body with great force, even excising stakes that transfix her heart. The larger the object, the farther away it will be hurled.
9 • Dual Form (VPG)
With this power, the vampire can split herself into 2 weaker forms, both of which act as though they were the original. This can be done more than once. It is possible to split into 8 forms. The forms can recombined providing they are touching.
The process itself takes only a few moments, but can be quite grisly to watch. If the forms have spend a great deal of time apart, it is likely that the weaker one will not want to recombine and will have to be tracked down and forced to rejoin.
9 • Inward Focus (GC)
A Methuselah with this power can heighten the efficiency of her undead body's internal workings, withstanding inconceivable amounts of injury and moving with blinding speed and shattering strength. This power can be used with other Protean abilities. Costs 4 bloodpoints to activate and an additional 2 for every post.
10 • Body of the Sun (VPG)
With a great expenditure of vitae, the vampire can turn her body into an invunerable ball of fire, burning and blinding all around her. While in this form, the vampire cannot be hurt by anything physical, it will pass through her gaseous form. The vampire maintains her old form and height, but her appearance is hazy and unclear.