This Discipline allows the vampire to manipulate his physical form. Some Kindred
view this power as a heightened connection to the natural world, while others see it as a magnification of the mark of Caine.
Whatever its basis, vampires who develop this discipline can grow bestial claws, assume the form of wolves and bats, transform
into mist and meld into the earth.
Level 1: Gleam of Red Eyes
The vampire may see in the dark. When she is using this power,
her eyes glow red.
Level 2: Wolf Claws
By spending one blood point, the vampire may grow one-inch claws
on her fingers, which do aggravated damage.
Level 3: Earth Meld
By spending one blood point, the vampire may sink into the ground,
gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under
a linoleum floor.
Level 4: Shadow of the Beast
By spending one blood point over three turns, the vampire
can transform into a wolf or a bat.
Level 5: Form of Mist
By spending one blood point over three turns, the vampire can transform
into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown
around.
Level 6: Adaptability
The vampire may survive and function in a particular extreme environment,
such as extreme cold, underwater, etc. The environment in which the vampire may exist is chosen when she learns this power,
and may not subsequently be changed.
Level 6: Flesh of Marble
The vampire’s skin, while retaining its usual flexibility,
is as hard as stone, and she will take only half-damage from everything except fire and sunlight.
Level 6: Earth Control
The vampire may move around in the earth, as if swimming in it.
Level 7: Homunculus
By pulling some flesh from the back of her mouth, the vampire may
summon a three-inch-tall copy of herself, which has a personality that is a warped version of her own. This creature lacks
disciplines, will die if it runs out of blood or suffers two levels of aggravated wounds.
Level 7: Form of the Ghost
By spending a blood point, the vampire can become insubstantial.
The vampire’s appearance doesn’t change, she can move as if real, she is not affected by gravity or wind, and
she may pass through solid objects.
Level 8: Movement of the Slow Body
The vampire may move at an inch per minute, even if
she is staked, or would otherwise be unable to move.
Level 9: Dual Form
The vampire may split into two weaker versions of herself, unless
one of her attributes is at zero. For each new replicant, all attributes are reduced by one, and blood pool and the amount
of blood that can be spent are each halved. Unless the character has the appropriate Auspex powers, there is no communication
between them beyond intuition. The two characters may reunite by touching, but this is quite nauseating for others to watch.
Level 10: Body of the Sun
By spending three blood points, the vampire may turn into a
nearly invulnerable fireball, and may remain in this state by spending two blood points per turn.