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Mind's Eye Theatre - Vampire The Requiem.pdf - RoseRed

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sun’s rays, or to any physical attack as his corporeal form is actually merged with that of the<br />

substance itself. Some Gangrel rely on this ability while traveling from domain to domain,<br />

as its power gives them the ultimate freedom to do so.<br />

This style of rest is the method of choice for many Kindred who must enter torpor. Whiling<br />

away the decades in a largely protected state, free from risk of detection or Final Death, is an<br />

attractive prospect. While such a character cannot be dug up, any signifi cant disturbance to<br />

the area in which he resides alerts the vampire to the presence of intruders, though not necessarily<br />

to the details of their intrusion. If enough damage is done to the sleeping Kindred’s<br />

resting place, he returns immediately to corporeal form (and full wakefulness) in a shower of<br />

whatever substance he had taken for his haven.<br />

Cost: 1 Vitae<br />

Test Pool: No draw is necessary. Becoming one with a natural substance is automatic and<br />

takes a character’s action in a turn to complete. While in this state, the character’s consciousness<br />

hovers slightly above the torpor level (unless the vampire is both in torpor and in this<br />

state, in which case he is unaware), making perception of his surroundings distant at best. A<br />

player must succeed in a Humanity draw in order for his character to be aware of the presence<br />

of others in or around his place of rest (barring signifi cant alteration to the vampire’s haven,<br />

of course, in which case he becomes aware automatically).<br />

Since the character is literally part of the earth, all attempts to locate him (via his scent, his<br />

aura or even through mystical methods of tracking) suffer a minimum of a -3 penalty to their<br />

test pools. Indeed, unless he is aware of exactly what he’s searching for, a searcher is likely to<br />

be confounded a bit even if he is successful. No attack can harm the interred vampire while he<br />

is in this state; a signifi cant disruption of his surroundings can only cause him to resurface.<br />

When this power is fi rst acquired, the character can meld his form only with natural<br />

earth or soil. If any other substance — including asphalt, wood or concrete — lies in the way<br />

between the vampire and natural ground, he cannot activate this power. (He must dig his way<br />

to natural soil or else fi nd a way to stand thereupon.) With the expenditure of an additional<br />

three experience points, however, the vampire can select another natural substance from<br />

the following list: wood, water, natural stone or processed stone. “Processed stone” includes<br />

varieties of prepared surfacing materials such as concrete and asphalt. He can now meld into<br />

soil and this extra substance with equal ease. <strong>The</strong>refore, if his player spends 12 experience<br />

points, a vampire can rest in all fi ve materials — virtually anywhere. Note that there must still<br />

be enough of a substance to accommodate the vampire’s form in roughly his natural Size.<br />

(A large tree trunk might suffi ce, but a small branch does not.) Those who meld with water<br />

leave a barely visible, humanoid-shaped outline just below the surface, but are otherwise just<br />

as protected and concealed as though they were inside soil.<br />

Action: Instant<br />

••• CLAWS OF THE WILD<br />

Upon activation of this power, the vampire’s nails grow into long, fearsome talons, capable<br />

of rending bone and fl esh alike. This power makes many Gangrel truly fearsome combatants,<br />

and other Kindred tend to give them a wide berth. Note that not every vampire’s claws look<br />

the same. Some seem to be modeled after real-world animals’, such as wolves’, tigers’ or the<br />

talons of birds of prey, while other claws seem to have no natural correlative at all. As might<br />

be expected, when these last vampires unsheathe their claws, they tend to greatly unnerve<br />

those around them.<br />

Cost: 1 Vitae<br />

Test Pool: This power involves no draw. <strong>The</strong> wicked claws grow by silent act of will on the part<br />

of the vampire, and they can be sprouted from both a vampire’s hands and feet as desired.<br />

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