< Presence Combo-Disciplines | Meta-Disciplines
Required Powers: Auspex 2 & Protean 1 ⚠ </br>
Cost: 14 XP
Detect nearby ghouls and vampires by sensing their Beasts ⚠ </br>
System: Spent 1 BP and roll Perception + Animal Ken. You learn the number of ghouls and/or vampires within a 100 foot radius, doubling for every success beyond the first. Each subject detected may make a Perception + Self-Control roll (difficulty 8) to notice the touch upon their Beast.
Required Powers: Fortitude 1 & Protean 4 ⚠ </br>
Cost: 28 XP
Turn your skin into a tough, leathery hide that protects against sharp-force trauma. ⚠ </br>
System: Spend 1 BP. For the rest of the scene, all sharp-force or piercing damage is halved after Soak is rolled.
Required Powers: Animalism 2 & Protean 4 ⚠ </br>
Cost: 28 XP
Transform into a bear-like berserk monster. You grow thick, furry hide, a stunted muzzle full of fangs and your muscles swell obscenely. ⚠ </br>
System: This power can only be activated during a Frenzy. Spent 1 BP. For the rest of the Frenzy, your Strength and Stamina are increased by 2. You also gain the ability to use your full Stamina + Fortitude against all sources of damage.
Required Powers: Fortitude 2 & Protean 2 ⚠ </br>
Cost: 14 XP
Grow massive talons that can cut through metal and stone. ⚠ </br>
System: Spend 1 BP to grow claws that deal Str+1A damage in melee combat. The talons can cut through any material that can be broken with 10 or less successes on a Feat of Strength check. All fine-manipulation based Dexterity rolls suffer a -2 dice penalty while this power is active.
Required Powers: Animalism 4 & Protean 4 ⚠ </br>
Cost: 28 XP
Take the form of the last human or animal you fed from. ⚠ </br>
System: Spend 3 BP and roll Manipulation + Subterfuge (diff 9). For one hour per success, you transform into a perfect copy of your victim. This power can only be activated on the turn immediately after feeding from a living human or animal. Animal targets of this power must be bear sized or smaller. At any time during the effect, the transformation can be extended by spending 1 BP to gain an extra hour of duration. Feeding from any victim other than the original target instantly ends the power. If the activation roll was botched, the transformation fails and you can never turn into that target again.
While using this power, you appear "alive" to Auspex 2 and similar powers. Only level 5+ powers, or abilities specifically designed to see through shapeshifting will penetrate the disguise.
Required Powers: Auspex 2 & Protean 4 ⚠ </br>
Cost: 28 XP
Identify shapeshifters and see through shapeshifting. ⚠ </br>
System: Observe your target for at least a full turn and roll Perception + Empathy (diff 8).
Required Powers: Animalism 1 & Protean 3 ⚠ </br>
Cost: 21 XP
Take an animal ghoul with you into an Earth Meld. ⚠ </br>
System: Pay 1 additional BP when Earth Melding in order to meld one of your animal ghouls. You must be touching the ghoul to meld with it.
Required Powers: Potence 1 & Protean 3 ⚠ </br>
Cost: 21 XP
Take a human ghoul with you into an Earth Meld. ⚠ </br>
System: Pay 1 additional BP when Earth Melding in order to meld one of your human ghouls. You must be touching the ghoul to meld with it.
Required Powers: Potence 1 & Protean 3 ⚠ </br>
Cost: 21 XP
Take a corpse with you into the earth and leave it behind. ⚠ </br>
System: Pay 1 additional BP when Earth Melding in order to meld yourself and one corpse, up to the size of a horse. When you end your Earth Meld, the corpse remains in the ground. It is treated as if Melded on its own after you depart.
Required Powers: Auspex 1 & Protean 5 ⚠ </br>
Cost: 35 XP
Turn into mist for a few seconds to avoid an attack. ⚠ </br>
System: When attacked, spend 1 BP to assume Mist Form for a single turn. This is considered an Abortive Defense. It can only be used if you are aware of the attack.
Required Powers: Fortitude 3 & Protean 3 ⚠ </br>
Cost: 21 XP
Gain the ability to enter voluntary Torpor for a specific period while Earth Melded. ⚠ </br>
System: Spend 5 BP and roll Stamina + Survival (diff 6). If successful, you will enter Torpor normally and awaken after the specified duration. If you would awaken during the day, your awakening is delayed until the next night. Botching this power causes you to enter a normal, forced Torpor. Failure simply causes you to awaken the next night after activating the power, still having spent the BP to activate it.