Protean

“Then, awakening myself further, I found the way to alter forms.”
The Book of Nod

Protean.jpg
Rudi waded through the shallow waters, looking over his shoulder to see if his pursuers were tracking him now he’d left the land and stopped leaving a trail. He couldn’t see them, but he could definitely hear their howls. He cursed. Meeting with Lupines was never a safe proposition, but reacting the way he did, brandishing his claws and threatening to take out that werewolf pup’s eyes… He should have had better control over his anger. He wasn’t a Brujah.

The Gangrel was no expert when it came to sensing the unseen, but he knew the pack was close. He was still miles from Copenhagen, and would never make it on foot. Stopping for a second, he surveyed the night air and then the water beneath him. To take to the sky and try to outrace the sun, or to bed down for the night in the dirt and silt. He needed blood, but he needed to survive another night first. The werewolves bayed as they closed on him, only to see the cowardly Gangrel give a mock salute as he shifted into the earth. The outraged pup swiped at the fetid water and stamped at the ground before being dragged away by her kin.

Clans: Gangrel, Setite, Tzimisce
Nicknames: Morphing (slang), Mutatio (archaic), shapeshifting (common)

Overview

Vampire the Masquerade (4th ed.)

Protean allows the Kindred the mystical ability to manipulate their physical form. Some vampires believe the power stems from a heightened connection to the natural world, while others consider it to be a magnification of the mark of Caine. Whatever its basis may be, those that develop this Discipline can grow bestial claws, take on the forms of bats and wolves, turn themselves into mist, and even meld into the very earth itself.

The Gangrel clan is well known for their mastery of Protean, although other Kindred have learned some of this Discipline’s secrets from these bestial Cainites.

Vampire the Requiem (1st ed.)

Easily one of the most overtly spectacular of the gifts of the Damned, the Discipline of Protean is the study of physical metamorphosis and transformation. The nature of this power is hotly debated among the Kindred, for its abilities are so varied while simultaneously stemming from no obvious aspect of their curse. Whatever its cause or origin, Protean allows its masters to assume virtually any form or shape.

Vampire the Requiem (2nd ed.)

Every vampire is one bad day away from giving in to the Beast. Some keep the creature leashed within, holding it back and only letting it out to prey on the weak. Others indulge their Beasts, reveling in the descent from an undead thing yearning for its grave to a force of savage power. A vampire who attains the pinnacle of Protean becomes a formless creature, nothing more than smoke and hunger.

Vampire the Masquerade (5th ed.)

Werewolves despise vampires for their possession of this ability. They consider it a mockery of their own nature, as undead beings become wolves or bats, bearing claws and gnashing fangs like one of their own. Yet, Protean has flowed through the Blood for almost as long as the Kindred have existed. The power to mutate, shift form, and become ever-deadlier predators is as natural to the vampire as it is to the lupine.

Practitioners of Protean employ the Discipline for its utility. The power enables a vampire to become a beast, turn their limbs into weapons, or change their shape into clouds of mist to evade capture, glide through keyholes, or slip through cracks in a window.

Characteristics

Protean powers that change the shape or in other ways transform the body of the vampire also affect clothing, swallowed items, and other small (under a few grams) wearables. Protean does not affect larger carried items, including backpacks, duffel and sports bags. For this reason users of Protean often travel light.

Type: Physical
Masquerade threat: High. One of the most overt Disciplines available to vampires, more or less all Protean powers can breach the Masquerade on their own.
Blood Resonance: Animal blood, especially animals matching shapeshifted forms; the blood of werewolves, changelings, and other supernatural chimeras of man and beast.


Protean • Devotions


Protean.jpg


Common Devotions


Beast Shape

The vampire can turn into a single animal they’ve killed by exsanguination, chosen when this Devotion is first taken. The vampire can only become a predatory, scavenging, parasitic, or plague-bearing animal: the Beast never assumes the form of prey. The vampire can only become a small and flight-incapable animal that humans don’t regard as a serious danger: e.g., cats or rats, but not wolves or bears.
The vampire gains Advantage on one type of roll related to the animal’s form (e.g., hiding for rats), or can make a roll during a situation when they wouldn’t normally be able to. The vampire gains any other advantages inherent to the animal’s form: rats, for example, can get into all sorts of places humans can’t, and so on. The vampire can’t use Blood Sorcery or other powers that require speech.
The vampire can take this Devotion multiple times, choosing a different animal’s form each time.
Ghouls can’t take this Devotion. They’re not set up to drink blood and it’s too radical a physiological transformation for their mortal frames.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene

Beast’s Eyes

The vampire’s eyes take on a supernatural red gleam, giving them sight even in the total absence of light. The vampire no longer takes Disadvantage on sight-based rolls even in total darkness, and takes Advantage on Intimidation rolls against mortals who can see their eyes. The vampire can also make a Clash of Wills to see through supernaturally created darkness.
Cost: Free
Duration: Scene

Chameleon’s Skin

This Devotion has saved many monstrous-looking Gangrel and Tzimisce breaching the Masquerade—and has allowed just as many to ambush unsuspecting victims. When Chameleon Skin is in effect, the vampire’s skin takes on the color and texture of the surrounding environment. This coloration changes reflexively as long as the vampire maintains a walking pace or slower. This grants Advantage on Stealth rolls. If the vampire remains still, increase this bonus to Major Advantage. Characters with Auspex can notice the vampire with a Clash of Wills.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene

Earth Meld

The vampire sinks into a natural surface (rocks, earth, grass, etc.) and disappears into a cocoon far beneath the earth until they choose to reemerge. The vampire can’t perceive what’s happening beyond their resting place. The vampire can re-emerge onto the surface in only a few seconds, but if someone salts the earth where they sank, they are trapped underground and must dig their way out.
Ghouls rarely learn this Devotion. They don’t need protection from sunlight, and without an oxygen source, being trapped underground eventually suffocates them.
Requirement: The vampire must be physically touching the earth.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.

Feral Claws

The vampire can grow small claws from the tips of their fingers. The claws are considered one-handed melee weapons: the vampire doesn’t take Disadvantage on combat rolls against people with knives, brass knuckles, etc., and takes Advantage on combat rolls against unarmed opponents.
Cost: Free
Duration: Scene

Tools of the Trade

The vampire can grow delicate claws that replicate the function of any handheld non-electric tool: lockpicks, surgical instruments, screwdrivers, wire cutters, can openers, scissors, small saws, etc. Anything the vampire could pick up at a general store is fair game. The ‘tools’ are perfectly functional and don’t impose Disadvantage for being improvised.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Scene


Uncommon Devotions


Bioluminescence

The vampire can emit a soft glow from their skin. They can control the color and pattern of the illumination. This can light a soft glow in the dark, create beautiful displays, or even act as a primal form of communication. Some Tzimisce grant their ghouls or childer bioluminescence, developing an eerily nuanced and wordless language with their thralls and broods.
Cost: Free

Pay Now

The vampire can mark their flesh with scars, tattoos, or other blood designs symbolic of any Devotion they know. The vampire pays the Devotion’s Rouse cost immediately, but can later use the Devotion for free. This is chiefly useful if the vampire has blood on hand now and doesn’t want to pay the Devotion’s cost when they need it.
Cost: 1 Rouse check plus the Devotion’s normal cost.
Duration: One night or until used, whichever comes first.

Prehensile Hair

The vampire can manipulate their bodily hair like an appendage. The vampire can have their hairs act independently or in concert, though individual strands of short hair usually can’t do much on their own. Many strands of long hair can do more or less anything a human arm and hand can do and counts as having a Strength score of 1.
Cost: Free

Prehensile Tongue

The vampire can extend their tongue to inhuman lengths as a feeding instrument. It may be delicate and forked like a serpent’s or a monstrous cartilaginous spike, but the effect is the same. The vampire can extend their tongue up to three or so feet. Unlike traditional feeding, the vampire’s tongue does not engender the pleasure of the kiss. Such feeding is more like a giant mosquito plunging a fat needle into flesh and siphoning blood fast enough to collapse veins.
Cost: Free

Suck it Up

The sites of Kindred conflicts are often slick with spilled blood, and even the side that arguably wins the conflict is probably ravenous after calling upon the gifts of Caine. Still, conflict attracts attention, and the last thing Kindred want is to be caught hunched over, sucking the last draughts of vitae from the beaten bodies or lapping up blood from the ground. This Devotion allows the vampire to simply touch a pool of blood and draw it into herself. The blood instantly vanishes and leaves no trace, but slakes Hunger as normal. The vampire can choose to leave behind any amount of blood (as bloodless bodies with obvious wounds still raise questions). It is even possible to manufacture false evidence by using this Devotion to selectively leave behind certain shapes or patterns of blood (such as absorbing a large pool and leaving behind smaller spatters that appear to originate from another direction or suggest a type of weapon used), though this takes a Wits or Intelligence + Investigation roll at a variable DC.
Cost: Free

Vicissitude

The vampire can alter their body’s flesh (including muscle, fat, and cartilage) in simple, cosmetic ways. They can change their skin tone, eye or hair color, weight, build, sex, etc. They can change their voice by reshaping their larynx. They can make normally impossible bodily alterations, such as piercings or tattoos. The vampire can’t make bone-deep changes, such as altering their height. If the vampire wants to disguise themselves as someone else, see this page. Malleable Visage can also provide justification for vampiric characters (whose bodies are otherwise static) to instantly raise or lower Physical Attributes, although these changes cost or refund XP as normal. Players can doubtlessly think of other creative uses for this Devotion.
Nosferatu cannot be made less hideous through Vicissitude. Their flesh simply twists back into its original form: the clan’s ancient curse is not so easily circumvented. They can be made to look like different monsters, though.
Vicissitude is rarely taught outside Clan Tzimisce.
Requirement: The vampire must slowly sculpt the desired changes into their flesh. Small changes take less time than larger changes, but about an hour is typical. This process is disturbing to witness and painful to experience.
Cost: 1 Rouse check at Blood Potency 0-1. Free at Blood Potency 2+.
Duration: Permanent.


Protean •• Devotions


Protean.jpg


Common Devotions


Beast Shape

This Devotion functions like Beast Shape •, except the vampire can be become a single animal which humans regard as a danger (bears, wolves, etc.) and which is capable of flight. The Devotion’s duration also increases beyond one scene.
Beast Shape •: The vampire can turn into a single animal they’ve killed by exsanguination, chosen when this Devotion is first taken. The vampire can only become a predatory, scavenging, parasitic, or plague-bearing animal: the Beast never assumes the form of prey. The vampire can only become a small and flight-incapable animal that humans don’t regard as a serious danger: e.g., cats or rats, but not wolves or bears.
The vampire gains Advantage on one type of roll related to the animal’s form (e.g., hiding for rats), or can make a roll during a situation when they wouldn’t normally be able to. The vampire gains any other advantages inherent to the animal’s form: rats, for example, can get into all sorts of places humans can’t, and so on. The vampire can’t use Blood Sorcery or other powers that require speech.
The vampire can take this Devotion multiple times, choosing a different animal’s form each time.
Ghouls can’t take this Devotion. They’re not set up to drink blood and it’s too radical a physiological transformation for their mortal frames.

Prerequisite: Beast Shape •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: One night.

Chameleon’s Skin

This Devotion functions as Chameleon’s Skin •, except the vampire takes Advantage on Stealth rolls even if they’re running and Major Advantage when they’re walking. If the vampire remains still, they can only be immediately noticed by characters with Auspex who succeed on a Clash of Wills. Characters without Auspex can try to find the vampire using any of the same mundane means that pierce Obfuscate.
Chameleon’s Skin •: This Devotion has saved many monstrous-looking Gangrel and Tzimisce breaching the Masquerade—and has allowed just as many to ambush unsuspecting victims. When Chameleon Skin is in effect, the vampire’s skin takes on the color and texture of the surrounding environment. This coloration changes reflexively as long as the vampire maintains a walking pace or slower. This grants Advantage on Stealth rolls. If the vampire remains still, increase this bonus to Major Advantage. Characters with Auspex can notice the vampire with a Clash of Wills.
Prerequisite: Chameleon’s Skin •
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene

Earth Meld

This Devotion functions as Earth Meld •, except that it’s free to use. The vampire can also hear and smell the ground above them as if they were standing there themselves, and can absorb any blood spilled there. Many Gangrel with this Devotion use it as their first choice of haven.
Earth Meld •: The vampire sinks into a natural surface (rocks, earth, grass, etc.) and disappears into a cocoon far beneath the earth until they choose to reemerge. The vampire can’t perceive what’s happening beyond their resting place. The vampire can re-emerge onto the surface in only a few seconds, but if someone salts the earth where they sank, they are trapped underground and must dig their way out.
Ghouls rarely learn this Devotion. They don’t need protection from sunlight, and without an oxygen source, being trapped underground eventually suffocates them.

Prerequisite: Earth Meld •
Requirement: The vampire must be physically touching the earth.
Cost: Free

Feral Vigor

(Animalism • amalgam)
This Devotion increases the power of the vampire’s bestial forms at the cost of higher thought processes. Whenever the vampire transforms into a man-sized or larger animal (wolves, bears, wildcats, etc.), the vampire can choose to substitute their Protean dots for their normal Strength and Stamina scores. (For example, a vampire with Strength 2 and Protean 4 would have Strength 4.) However, the vampire loses the ability to read, write, and understand human speech. Some Gangrel enjoy using this Devotion to feel “more in touch” with the animals whose forms they wear.
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••
Cost: Free
Duration: Scene. The vampire also cannot re-assume human form until the scene is over.

Impart Mutability

The vampire can lend their Protean to other people. For every dot the vampire lowers their Protean, the subject gains equally many Protean dots, up to a maximum of Protean 5. The subject gains as many of the vampire’s Devotions as the vampire wants them to know. A popular use for this Devotion is to empower trusted ghouls during the day, when the vampire already can’t act.
Cost: 1 Rouse check per Protean dot imparted, which the subject must drink from the vampire. Most vampires require beneficiaries of this Devotion to drink straight from their vein (and further a blood bond) as simple “cost of doing business.”

Predatory Aspect

The vampire can grow an animalistic feature, such as webbed hands, sharp claws, a hawk’s eyes, a dog’s sense of smell, etc. This grants Advantage on one type of roll related to the feature in question, or lets the vampire make a roll during a situation when they wouldn’t normally be able to. If the vampire grows claws, they instead count as being armed with one-handed melee weapons (Advantage against unarmed people, no Disadvantage against equally armed people). Not all rolls or situations can benefit from this Devotion.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+.
Duration: Scene

Unnatural Contortion

The vampire can bend and manipulate their body in unwholesome ways: Legs over shoulders, joints going the wrong way, back of head touching the spine, and so forth. Some vampires use this to freak out the kine. Others use it to escape bonds or wriggle into spaces normally too small for them—an air duct, beneath a low-hanging bed, through a cellar window, etc. The vampire can fit anywhere that would accommodate a toddler-age child. They’re also impossible to restrain or tie up without a Clash of Wills.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene


Uncommon Devotions


Bestial Guise

(Obfuscate •• amalgam)
The vampire can make themselves look, sound, smell, and feel like an animal. The vampire can only become predatory, scavenging, parasitic, or plague-bearing animals: the Beast never assumes the form of prey. Many Kindred consider this Devotion redundant next to the better-known Beast Shape Devotion, but there can be advantages to secretly retaining human form.
Characters with Auspex can only make a Clash of Wills to see through the vampire’s disguise if they become suspicious.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Duration: Scene

Contraband

The vampire can hide objects inside of their body. The vampire’s flesh parts like ooze for them to insert or remove objects, but remains solid to anyone the vampire doesn’t grant ‘access.’ The vampire can store any number of objects whose combined mass is up to roughly the size of their body.
Cost: 1 Rouse check at Blood Potency 0-2 to insert any number of objects during the same scene. Free at Blood Potency 3+.

Devil’s Mark

(variable Discipline • amalgam)
Choose a single Discipline. The vampire can imbue someone with use of a single Devotion they know for that Discipline via mystic tattooing. This Devotion was developed by a nomadic pair of Toreador antitribu during the late 20th century and it’s since become quite popular among the Sabbat.
The vampire can take this Devotion multiple times, choosing a different Discipline each time.
Prerequisite: Vicissitude •, Fleshcraft ••
Requirement: The vampire must spend time tattooing the subject. This takes roughly one hour per Devotion’s dot rating. A Dexterity + (Crafts or Expression) roll can create a rush job in less time, although these tattoos are usually less beautiful.
Cost: 1 Rouse check at Blood Potency 0-2. First use in a scene is free at Blood Potency 3+. Artists pay this cost by bathing their tools in blood or mixing it into their inks.
Duration: One night. The vampire can make the tattoo permanent by spending XP equal to (1/20th the Devotion’s normal XP cost). PCs with this Devotion can only make it permanent on other PCs who have dots in its associated Discipline equal to the imbued Devotion’s dot rating, and the other PC must pay its full XP cost themselves. Receiving tattoos is chiefly a cool and time-saving way for PCs to learn new Devotions, not a way of surmounting the Discipline caps.

Fleshcraft

This Devotion functions as Vicissitude, except the vampire can use it on other people, and the vampire can sculpt extra flesh onto a subject by removing it from another subject. Unwilling victims must be restrained. Tzimisce often use this Devotion to sculpt warrior ghouls into terrifying new forms, or to punish underlings by disfiguring them or removing use of their senses.
Prerequisite: Vicissitude •
Requirement: The vampire must also spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 1 Rouse check at Blood Potency 0-2. Free at Blood Potency 3+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take an Intelligence + Medicine + Protean roll.
Duration: Permanent; this Devotion is greatly feared for its ability to permanently disfigure victims. However, there are several ways to undo its effects:
Mending: Other vampires with equal or higher Blood Potency than the vampire can use Mending to revert their flesh to normal. Each “wound” takes 5 Rouse checks and a full day of daysleep to recover from. Minor changes may count as a single wound; major changes may count as up to five. Vampires with Fortitude can instantly heal a number of “wounds” equal to their Fortitude dots, though still for the same Rouse cost.
Vicissitude: Other vampires with Vicissitude can simply sculpt their flesh back to normal with a Clash of Wills. This takes time and potential Rouse checks as normal. Vampires with lower Blood Potency can only ever make this attempt once.
Other Powers: Night-folk with other healing or flesh-altering powers can attempt to do undo the vampire’s handiwork in the same way. Night-folk with lower Supernatural Tolerance than the vampire can only ever make this attempt once.

Pay Now

This Devotion functions like Pay Now •, but its duration increases to the below amount.
Pay Now •: The vampire can mark their flesh with scars, tattoos, or other blood designs symbolic of any Devotion they know. The vampire pays the Devotion’s Rouse cost immediately, but can later use the Devotion for free. This is chiefly useful if the vampire has blood on hand now and doesn’t want to pay the Devotion’s cost when they need it.
Prerequisite: Pay Now •
Cost: 1 Rouse check plus the Devotion’s normal cost.
Duration: One week or until used, whichever comes first.


Protean ••• Devotions


Protean.jpg


Common Devotions


Beast Shape

This Devotion functions like Beast Shape ••, except the vampire can transform into any animal whose blood they could have plausibly killed by exsanguination, allowing them to choose from many potential forms. The vampire can also have a single, favored form they may assume at the cost of 0 Rouse checks.
The vampire can take this Devotion multiple times, choosing a different favored form each time.
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: One night.

Chameleon’s Skin

This Devotion functions as Chameleon’s Skin ••, except the vampire is just as unnoticeable whether they’re walking, running, or staying still. Only characters with Auspex who succeed on a Clash of Wills can immediately perceive them. Characters without Auspex can try to find the vampire using any of the same mundane means that pierce Obfuscate.
Chameleon’s Skin ••: This Devotion functions as Chameleon’s Skin •, except the vampire takes Advantage on Stealth rolls even if they’re running and Major Advantage when they’re walking. If the vampire remains still, they can only be immediately noticed by characters with Auspex who succeed on a Clash of Wills. Characters without Auspex can try to find the vampire using any of the same mundane means that pierce Obfuscate.
Chameleon’s Skin •: This Devotion has saved many monstrous-looking Gangrel and Tzimisce breaching the Masquerade—and has allowed just as many to ambush unsuspecting victims. When Chameleon Skin is in effect, the vampire’s skin takes on the color and texture of the surrounding environment. This coloration changes reflexively as long as the vampire maintains a walking pace or slower. This grants Advantage on Stealth rolls. If the vampire remains still, increase this bonus to Major Advantage. Characters with Auspex can notice the vampire with a Clash of Wills.
Prerequisite: Chameleon’s Skin •, Chameleon’s Skin ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene

Earth Meld

This Devotion functions as Earth Meld ••, except the vampire can bring additional subjects into their underground cocoon with them.
Ghouls can’t take this Devotion.
Prerequisite: Earth Meld •, Earth Meld ••
Requirement: The vampire must be physically touching the earth. Each subject must be physically touching the vampire. Unwilling subjects must be restrained.
Cost: 1 Rouse check per additional subject brought underground. Reduce this Rouse cost by 1 at Blood Potency 4+. It’s still free for the vampire to go underground themselves.

Feral Vigor

(Animalism •• amalgam)
This Devotion functions like Feral Vigor ••, except the vampire can choose to substitute their Protean dots for their normal Athletics, Brawl, Intimidation, and Survival scores. (For example, a vampire with Brawl 1 and Protean 3 would have Brawl 3.) However, the vampire loss all dots in Mental Skills and cannot distinguish between human faces other than Touchstones. The vampire can still tell other vampires apart from humans—the Beast never forgets the presence of rival predators. (And, according to some Gangrel, is even more sensitive while this Devotion is active.)
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••, Feral Vigor ••
Cost: Free
Duration: Scene. The vampire also cannot re-assume human form until the scene is over.

Porous Flesh

The vampire can warp their flesh into a rubbery substance and their bones into flexible cartilage, allowing them to stretch, condense, and contort their body in impossible ways. The vampire can fit through almost any gap more than an inch across, as well as effortlessly escape many restraints like ropes and handcuffs. If the contortion requires a roll—such as squeezing through a drain cover while someone’s shooting at them—add the vampire’s Protean dots to their dice pool.
Prerequisite: Unnatural Contortion ••
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Duration: Scene

Predatory Aspect

This Devotion enhances the effects of Predatory Aspect •• and allows the vampire to have multiple animalistic features active at once. Additional features cost Rouse checks as normal.
Prerequisite: Predatory Aspect ••
Cost: Free


Uncommon Devotions


Bonecraft

The signature Devotion of Clan Tzimisce, this terrible power functions as Vicissitude and Fleshcraft, but also lets the vampire manipulate bone in the same manner as Fleshcraft lets them manipulate flesh. The vampire can reshape victims into any form out of their most twisted imaginations, so long as the new form still uses an equivalent or lesser mass of flesh and bone. Additional mass can be added if it’s removed from another subject and sculpted on. Many fiends torture their foes and punish underlings by bonecrafting them into inanimate objects such as chairs, coat racks, and even clothing.
The vampire can also grant servants (or themselves) claws, fangs, quills, carapaces, and other offensive and defensive bodily features (treat as two-handed melee weapons and/or heavy archaic armor, granting Advantage on combat rolls against less armed and armored characters). Characters subject to these bodily alterations have invariably terrifying appearances and violate the Masquerade if seen. The lobotomized szlachta war ghouls for which Clan Tzimisce is known are created through this Devotion. Players can doubtlessly think of other creative uses.
Prerequisite: Vicissitude •, Fleshcraft ••
Requirement: The vampire must spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 1 Rouse check at Blood Potency 0-3. Free at Blood Potency 4+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take an Intelligence + Medicine + Protean roll.
Duration: Permanent and as Fleshcraft.

Devour

The vampire can swallow someone whole. The vampire’s throat and stomach swell to impossible, snake-like dimensions to swallow and contain the victim, but the vampire doesn’t look any larger from the outside. The vampire can keep the victim trapped inside of them to do as they please with, though victims deprived of food, water, or blood will eventually starve to death or enter torpor. The vampire is immune to damage from unarmed victims with lower Potence dots than their Protean dots. The vampire can regurgitate the victim at any time. If the vampire is also able to consume human flesh, they can swallow corpses (or live victims) whole and digest them like a snake. The vampire can also swallow objects up to the size of a large person. The vampire can’t have more than one person or large object trapped in their stomach at a time. This Devotion is widely taught among Setites.
Dice Pool: Strength + Brawl.
DC: (1/2 victim’s [Strength, Dexterity, or Stamina + Brawl]) + 1.
Cost: Free


Protean •••• Devotions


Protean.jpg


Common Devotions


Beast Shape

This Devotion functions like Beast Shape •••, except shifting forms no longer costs a Rouse check. Its duration also increases to indefinite, lasting even while the vampire is in daysleep or torpor. The vampire can freely shift between animal forms and remain in any for as long as they like.
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••, Beast Shape •••
Cost: Free
Duration: Indefinite

Bloodform

The vampire can physically transform all or part of their body into sentient vitae. This blood is in all respects identical to the vampire’s normal vitae; they can use it to nourish others, create ghouls, or establish blood bonds. The torso and head are worth three Hunger. Limbs are worth two Hunger. Hands and feet are worth one Hunger. The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood is utilized or destroyed, the vampire must spend an amount of Hunger equal to what was originally created to regrow the missing body part. This also takes a full day of daysleep.
If the vampire transforms their entire body into vitae, they cannot be staked and are immune to most forms of physical harm. The vampire can still be hurt by fire, sunlight, and banes. The vampire may freely ooze along, drip down walls, and flow through the narrowest cracks; anything that liquid can seep through. The vampire can use Disciplines normally in bloodform, but can’t use any that rely on speech (they can’t talk), eye contact, or physical manipulation of their environment. The vampire also cannot speak or physically harm others. If all of the vampire’s blood is imbibed or otherwise destroyed while they’re in bloodform, they meet final death.
Ghouls can’t take this Devotion.
Prerequisite: Unnatural Contortion •, Porous Flesh ••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene

Claws of the Unholy

The vampire can sprout enormous, knife-sized claws with a gleaming red sheen. These claws count as two-handed melee weapons, granting Advantage on combat rolls against foes with no weapons or one-handed weapons. Whenever the vampire inflicts the Injured Condition on someone, every die penalty they cause increases the victim’s Hunger by 2, up to a maximum of 10. The vampire slakes their own Hunger by the same amount, to a minimum of their Blood Potency. Ghouls substitute Craving for Hunger. Mortals can’t increase in Hunger, as they lack that trait, but still slake the vampire’s Hunger.
Prerequisite: Feral Claws •
Cost: Free
Duration: Scene

Earth Meld

The vampire can travel through any substance weaker than steel as if it were water, “swimming” through the earth itself. The vampire gains instinctive awareness of their nearby surroundings, even if they can’t see (such as from traveling underground), and can sense the shortest path to reemerge into an unoccupied space. Beyond facilitating spying and travel, this Devotion is also useful for launching surprise attacks and retreats.
Ghouls can’t take this Devotion.
Prerequisite: Earth Meld •, Earth Meld ••, Earth Meld •••
Requirement: The vampire must be physically touching the earth.
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene

Flight

The vampire can grow a massive set of bat-like wings. They can fly through the air as quickly as they can run.
Cost: 1 Rouse check at Blood Potency 0-4. Free at Blood Potency 5+.
Duration: Scene

War Form

The vampire takes on the form of a larger-than-life, nightmarish monster. The shape they assume varies by clan and personality. Tzimisce often take on their clan’s traditional zulo shape: a scaled, greasy-furred humanoid with apelike arms tipped with jagged black nails, and a bristling row of spines tracing the length of its backbone. Setites often become Typhonic avatars of their god, replete with red or black skin, a jackal-like head, forked snout, severely pointed ears, and a spiked tail. Some simply become enormous snakes. Gangrel and other vampires tend to become werewolf-like amalgams of whatever predatory animal they most identify with. No matter the form, it’s always terrifying. The vampire can’t communicate in anything except bestial sounds or use Devotions that rely on speech.
While in War Form, the vampire’s Physical Attributes all increase by two dots. This can raise Attributes to six or more dots. The vampire also takes Advantage on combat rolls against anyone with fewer Potence dots than their Protean dots, or who’s not in War Form themselves. Increase this to Major Advantage against foes who also don’t have at least one dot in Supernatural Tolerance, though most mortals (and many ghouls) flee in terror rather than fight.
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••, Beast Shape •••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: Scene


Uncommon Devotions


Exsanguinate

The ghoul can drink blood from other mortals to heal their wounds. The ghoul reduces the penalties they take from the Injured Condition by -1 for every equal penalty they inflict on a victim. As the ghoul still lacks fangs, this process is rarely enjoyable for the victim. Drinking this blood only heals the ghoul’s injuries: it doesn’t reduce their Craving or otherwise count as Kindred vitae.
Cost: Free

Crawling Hand

The vampire can control their own severed body parts (this Devotion’s name is a misnomer, as the vampire isn’t limited to just hands). Eyes can see, ears can hear, hands can manipulate objects, and so on. The body parts can move as fast as an average person can run. The vampire can perceive everything within several feet of the body part as if they were there themselves. Body parts that are sensory organs can perceive details up to their normal range.
Cost: 1 Rouse check per body part controlled. Reduce this Rouse cost by 1 at Blood Potency 5+.
Duration: One night, after which the vampire’s control lapses and the body party reverts to the vampire’s true chronological age.

Swarm Form

The vampire can transform into a mass of tiny creatures: rats, bats, small snakes, and so on. The swarm can act in concert, or individually follow a simple plan such as “scatter and hide.” The vampire may only perceive through one creature’s senses at a time. For example, the vampire may listen in on a conversation using the body of one rat, while directing the dozens of others to keep moving and avoid detection. Animals too far away to rejoin the vampire when they reform their body crumble into ash. The swarm is immune to attacks that don’t affect all the animals at once: throwing punches or firing shotguns at single animals doesn’t do anything (unless the vampire has had them split off from the larger swarm), although grenades, machine gun fire, and other large-scale attacks certainly will. The vampire can still attack victims and drain blood from them normally. The vampire can also distract people by having the animals swarm over them, granting Advantage on any rolls that take advantage of their preoccupation.
Ghouls can’t take this Devotion.
Prerequisite: Beast Shape •, Beast Shape ••, Beast Shape •••
Cost: 2 Rouse checks at Blood Potency 0-4. 1 Rouse check at Blood Potency 5+.
Duration: One night


Protean ••••• Devotions


Protean.jpg


Common Devotions


Ghost Form

(Obfuscate ••• amalgam)
This Devotion functions like Mist Form, except the vampire still maintains their regular appearance and appears fully solid to onlookers. The vampire can shift between a mist-like appearance and their regular one at will.
Ghouls can’t take this Devotion.
Prerequisite: Mist Form •••••
Cost: Free

Mist Form

The Beast bursts out from the vampire’s body, dissolving it into a cloud of hungry smoke. Occasionally, their victims can see flashes of yellow within the smoke, like the gleaming of eyes.
Taking on a smoke form gives the vampire numerous advantages. They can move through pipes, crevices, cracks: pretty much anything that isn’t airtight. Strong winds buffet the vampire, but no natural force can disperse them. Other beings pass right through the smoke. The vampire is immune to all harm that doesn’t come from fire, sunlight, or banes.
The vampire can use Disciplines normally in smoke form, but can’t physically attack victims except by feeding. The vampire forces themselves into the victim’s lungs with strands of breath-stealing, semi-tangible smoke, or makes blood boil out of open wounds. The vampire can feed from other Kindred in this way, but risks developing blood bonds as normal.
Ghouls can’t take this Devotion.
Prerequisite: Unnatural Contortion ••, Porous Flesh •••, Bloodform ••••
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: One night.

Mother of Monsters

Echidna was called the Mother of Monsters. This Devotion allows the vampire to birth monstrous creatures from their flesh. The monsters grow from the vampire’s skin, starting by opening eyes and mouths from their flesh, then ripping from their body, taking part of the vampire with them. The monsters have childlike intelligence and understand the vampire’s speech. They follow the vampire’s commands without exception and cannot be commanded or frightened away from their duty. The monsters’ appearances vary by vampire: Setites often create snakes or Typhonic beasts, Gangrel create whatever animals they most identify with, and Tzimisce often create fleshcrafted horrors. Whatever their form, the monsters are terrifying and obviously unnatural.
Ghouls can’t take this Devotion.
Cost: Varies. 1 Rouse check creates a monster the size of a cat or bat. 2 Rouse checks creates a wolf or eagle. 3 Rouse checks creates a bear or tiger. Reduce this Rouse cost by 1 if the vampire has Blood Potency 6+.
Duration: One night. The vampire can spend XP on the monsters as Retainers to make them permanent. The vampire can reflexively subsume a monster back into their flesh, reverting their Hunger back to its level when they created the monster (if they didn’t pass the Rouse check).

Shape Mastery

It is one thing to master one’s own flesh and reshape one’s form, but it’s something else to impose one’s will upon another. The vampire can use any Protean Devotion they know upon another individual they’re physically touching. The vampire can also force shapeshifting creatures (such as werewolves and other vampires with Protean) to take any form they’re capable of assuming.
Cost: 1 Rouse check, in addition to any Rouse checks required by the Devotion the vampire makes the subject use.
Dice Pool: (Strength or Dexterity) + (applicable Skill) + Protean (if the subject is unwilling)
DC: (1/2 victim’s [Resolve + Stamina + Supernatural Tolerance]) + 1.
Duration: Scene or length of the Protean Devotion, whichever is longer.


Uncommon Devotions


Death’s Crawl

The vampire can subvert one of their greatest weaknesses: torpor. While the vampire still remains an immobile corpse, they can slowly move towards any location they’re familiar with. The vampire can also move towards the nearest Kindred with shared blood sympathy or towards anyone who has some of the vampire’s vitae in their body. The vampire instinctively senses how close such individuals are, as well as how strong any blood sympathy is, but otherwise remains unaware of their surroundings and is helpless to take actions. The vampire does not walk, or even properly crawl. Their body slowly tenses and retracts like a worm in order to pull them along.
Ghouls can’t take this Devotion.
Cost: 2 Rouse checks at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Duration: Scene

Leptocraft

Considered the pinnacle of a Tzimisce’s craft, this Devotion functions like Bonecraft, except the vampire can reshape flesh and bone on a molecular level. The vampire can turn solids into liquids, semi-liquids, or gases; manipulate hormones; purge or induce toxins; craft fully functional wings or gills; and make other radical physical alterations (such as turning skin into scales, feathers, or bone). The vampire still can’t create extra physical matter from nothing: adding wings to a subject still requires flesh taken from somewhere else. Players can doubtlessly think of other creative uses for this Devotion.
One of the largest obstacles to Fleshcraft and Bonecraft is that mortals and ghouls can’t survive more radical applications. A Tzimisce who wants to turn their ghouls into sentient rugs or curtains, for example, would have to remove too many essential organ systems for them to survive. A vampire with Leptocraft, though, could simply reconfigure their ghoul’s physiology to be like a slug’s, tapeworm’s, or other invertebrate’s.
One of the signature uses of this Devotion is to transform into a sentient and ambulatory pool of blood, freed from all the restrictions of the flesh. In the end, that’s what it comes back to.
Prerequisite: Vicissitude •, Fleshcraft ••, Bonecraft •••
Requirement: The vampire must spend time altering the subject’s flesh. Small alterations take less time than extensive alterations. The vampire must also have Medicine dots appropriate to the scale of what they are trying to do.
Cost: 2 Rouse check at Blood Potency 0-5. 1 Rouse check at Blood Potency 6+.
Dice Pool: Typically none, but advanced alterations or trying to perform alterations under a time crunch may take an Intelligence + Medicine + Protean roll.
Duration: Permanent and as Fleshcraft.

Misplaced Heart

The vampire’s heart has actually moved within their body, though no more than two feet from its original position near the middle of their chest. It is impossible for attackers to stake the vampire unless they target the right location (which should be the vampire’s most tightly guarded secret), which otherwise uses all the normal rules for staking.
Ghouls can’t take this Devotion.
Cost: Free

Unfettered Heart

The vampire can make their very insides malleable and almost viscous. They can detach their heart and sluggishly move it through their chest. This grants Advantage on any rolls to avoid being staked. Even if the vampire’s heart is pierced, they can make a Rouse check and roll their (Strength or Resolve) + Protean (DC 4) once per hour. On a success, they push the stake out of their body and free themselves. The vampire can automatically expel other foreign objects from their body as well.
Ghouls can’t take this Devotion.
Cost: Free


Rare Devotions


Draught of Phoenix Blood

(Fortitude ••••• amalgam)
The story goes that if a vampire can manifest this Devotion, it is because they drank the blood of some long-forgotten mythical monster and it somehow changed who and what they were. But since that taste, they have become literally unkillable.
If the vampire would meet final death, their body decays like any other vampire’s of the appropriate age. One week later, whatever’s left of them disintegrates into ash as though consumed by fire. Then, the vampire’s ash gathers on the back wind, pulls itself up from the soil, etc., and the vampire is reborn at Injured 0 and their previous Hunger. The vampire has a new face and body of the same general appearance (race, gender, height, etc.), but is reduced to Blood Potency 1 and suffers total amnesia, reducing them to the same Skills and Disciplines as a starting character. (This also means they lose Fortitude 5/Protean 5, so their next death is permanent.) The only detail the vampire recalls of their past unlife with any certainty is who killed them. It’s a heavy price, but preferable to final death.
Ghouls can’t take this Devotion.
Cost: Free


Disciplines Portal


Malism
Auspex
Sorcery
Celerity
Dom
Animalism
Auspex
Blood
Sorcery
Celerity
Dominate
Fort
Obf
Pote
Pres
Prot
Fortitude
Obfuscate
Potence
Presence
Protean

Protean

Blood & Bourbon False_Epiphany False_Epiphany