Gangrel · Vampire
MET Systems for Animal Traits
MET Systems for Animal Traits
**of Note**
Frog Eyes: These add two Traits to all sight-based perception tests, and subtract one from the standard multiple-opponents Trait penalties.
Hide/Carapace: The vampire gains two levels of armor against bashing and lethal damage, and one against aggravated damage, but suffers a one-Trait penalty on all tests involving dexterity.
Maw: The vampire’s bite does two levels of aggravated damage and can drain three Blood Traits per turn during feeding.
Sonar: The vampire has a two-Trait bonus on tests while navigating in darkness, fog, smoke and the like.
People with the Medicine Ability may make a Mental Challenge to notice the voice alterations.
Spinnerets: Spend one Blood Trait to generate a square yard of webbing or 10 feet of a single, tough strand.
Anyone attempting to break it must win a Static Physical Challenge against a total equal to the Gangrel’s Physical Traits (one-Trait bonus if the would-be breaker has claws, a knife or some other sharp instrument). Observers may make a Mental Challenge to notice the spinnerets, and the vampire takes a two-Trait penalty for this test.
Tail: Observers may make a Mental Challenge to notice the tail (if concealed), and the vampire takes a three-Trait penalty for this test. The tail inflicts two levels of bashing damage.
Talons: These work like Wolf Claws on both hands and feet, except that they can’t be withdrawn. The vampire suffers a one-Trait penalty on tests involving fine manipulation.
Venom: When the vampire successfully bites a target, the target must make a Static Physical Test against eight Traits. If the target loses this test, subtract one Physical Trait; this damage heals like aggravated damage. A victim who Clanbook: Gangrel reaches two Physical Traits falls unconscious. Whenever the vampire fails a bite attack, make two Simple Tests. If the vampire fails both, one or both fangs break and must regrow as if they’d been lost to aggravated damage.
The Others