Mercurial Form
Protean •••••, Auspex •, Majesty •
Even though vampires do not grow or see changes as a mortal’s physiology would over the course of years, the Vitae allows a vampire to gradually increase his raw capabilities through years and decades of focus. One might grow stronger, but his actual body appears to remain the same. He might become extremely intelligent, but it is not a factor of the lifeless brain in his skull. The Vitae allows it, and this power causes a vampire to mimic these changes for a short time.
Effect
This power allows the vampire to change his form and its Attributes. When he activates this power, he is able to temporarily “shift” dots from one Attribute to another. When shifting dots, the vampire chooses a number of dots of Attributes not exceeding his Blood Potency. These dots may be redistributed between any combination of Attributes that is desired, and for each transferred dot, the player must expend one Vitae. Any given Attribute may not be raised above the normal maximum dictatedby Blood Potency, and may not be reduced to zero. Note that if the cost of this power exceeds normal limits of Vitae use, this power requires a second turn to complete before any changes take effect.
This power lasts for one scene. Any traits derived from the affected Attributes change as well. Raising Stamina, Resolve or Composure results in extra Health or Willpower dots; see p. 173 and p. 96 of the World of Darkness Rulebook for information on how to handle temporary increases in those traits.
Example: Jaqueline’s ability to sway crowds is considerable, but she needs to be sure that her Sovereignty cannot be challenged. Jaquline’s player decides that she needs to maximize her Presence, Resolve and Composure. She has Presence 5, Resolve 4, and Composure 4. One dot is removed from Strength, Dexterity, Stamina, and Intelligence, totaling four dots. The player spends four Vitae and those dots are allocated, changing her Presence and Resolve to 6 and Composure to 5. Because of her decreased Attributes, her Initiative, Speed, Health, and possibly Defense are all reduced, but her Willpower is increased to 10 (as that Trait cannot exceed 10).
This power lasts for one scene. Any traits derived from the affected Attributes change as well. Raising Stamina, Resolve or Composure results in extra Health or Willpower dots; see p. 173 and p. 96 of the World of Darkness Rulebook for information on how to handle temporary increases in those traits.
Example: Jaqueline’s ability to sway crowds is considerable, but she needs to be sure that her Sovereignty cannot be challenged. Jaquline’s player decides that she needs to maximize her Presence, Resolve and Composure. She has Presence 5, Resolve 4, and Composure 4. One dot is removed from Strength, Dexterity, Stamina, and Intelligence, totaling four dots. The player spends four Vitae and those dots are allocated, changing her Presence and Resolve to 6 and Composure to 5. Because of her decreased Attributes, her Initiative, Speed, Health, and possibly Defense are all reduced, but her Willpower is increased to 10 (as that Trait cannot exceed 10).
For every dot of Blood Potency over five that a Kindred possesses, however, he subtracts three points from the experience cost of the Devotion. Therefore, a vampire of Blood Potency 8 who wishes to learn Fooling the Sleeping Beast would pay 12 experience points, while a vampire with Blood Potency 6 would pay 18, and a character with Blood Potency 1 would pay the full, listed cost.