Updated: 8 October 1998
Appendice 1: Felys
Felys is a Discipline similar to Protean, but keeping to only one aspect of this Discipline: Cat-like powers. The transformations are faster because the body of the Vampire is already altered when he learns the Discipline: The level 2 let the Vampire grow feline claws, because the Vampire has now real retractible claws.
But this Discipline lacks the supernatural side of the Gangrel's Protean: No transformation affects the clothing, or gear. Moreover, Transformations in something with no link with felines are right out of questions (Body of the Sun, Homonculus, Movement of the Slowed Body, for example). But still, Felys has its own supernatural surprises...
Felys was known in the past as bastis.
* : Feline Eyes
The Felys can develop vertical pupils like those of a cat.
They have the advantage of seeing in near-darkness because
they multiply by six the original light entering the eye.
But the Vampire is still blind in total darkness (there is
no light to multiply...).
The second effect raised a lot of questions, but the Setites
remain silent on this topic: The Felys Eyes is extremely
unsettling, and mortals freeze with terror when they meet
the Vampire gaze. Supernatural creatures are not affected at
all by this power, but Hedge Mages, Ghouls, Kinfolk etc. are.
They can, however, use Willpower to free themselves from the
influence of this stare for one turn.
The main problem with the Felys Eyes is that the retina
becomes extremely reflective and that everyone sees it when
the Vampire using it is in front of a lightsource.
System: Automatic and Instantaneous.
The Vampire can see in all but total darkness, but only in
shades of Black & White (colors are perceived as greys).
Animals are automatically paralysed and can't free themselves
from the paralysing terror unless they are predators.
Predators and humans are paralysed, too, but they can use a
Willpower point to free themselves from the influence for 1
turn. As this power is similar to Dominate, the Vampire
and its victim must meet their stares for the power to work.
As for Serpentis 1, unless they work at avoiding this, they
inconsciously look at those strange eyes (deadly curiosity,
isn't it?)
** : Felys' Claws
Similar, but smaller than the Wolf Claws, the Felys' Claws are faster but less deadly than those of the Protean Discipline. Anyway, they are naturally retractibles (like those of a cat) and the trigger time is quasi-instantaneous. Moreover, each is independant and can be triggered at will, even the foot's ones.
System: Automatic and Instantaneous
The claws doesn't need blood expenditure, as they start
to exist the very first time the Vampire learn this level
of this Discipline. In normal time, they are retracted.
They are smaller than the Protean's Claw and thus, does
less damage:
Hand Claws: Diff:6, Damage: Strengh (Non-Aggravated)
Foot Claws: Diff:7, Damage: Strengh + 1 (Non-Aggravated)
Note that to do Aggravated Damage, the Felys must spend a
Blood Point (Lasts until the Claws are retracted).
*** : Felys' Fall
Cats seem to be able to fall from high distance without hurting themselves. This power gives the Vampire the same faculty, but at Vampiric level. It also gives them a real edge when coming to acrobatics, at no cost.
System: 1 Willpower point or Dexterity+Acrobatics,
Diff:7
The Vampire can fall from any height without suffering
any damage as soon as he is free to move his arms and
legs, and as he succeed in a Dexterity+Acrobatics roll,
difficulty 7, or use a willpower point.
Note: By falling over someone and attacking him
in the same time, the Vampire using this power
successfully, She can the momentum of the
fall to the damage done. So, if the Vampire should
have taken 4 points of damage for a 11 meters fall,
and made 2 points of aggravated damage with her claw,
the victim would be hurt with 6 aggravated damage!
(This effect is true one time only: The same Vampire
using Celerity would only have one bonus of 4 damage,
through she could divide it between her two hands...)
Of course, only attacks that would be enhanced by the
fall can be used: Spells, guns etc. have no bonus. The
Vampire can also use this power to fall on his feet
without being hurt should someone succeed in throwing
him against a wall.
**** : Metamorphosis
This power is similar to the Shadow of the Beast from
the Protean Discipline, but the animals are the Black Cat
and the Black Panther, and that because of the particular
nature of the Discipline, the transformation is faster.
The problem is that clothes and equipement doesn't
follow and remain behind...
The advantage of the animal is won, like the stealth,
but also the claws and pupils, and the sense of smell
of the felines
System: 1 Blood point for 2 Turns, or 2 Blood
Points for 1 Turn
The Vampire wins, while in feline form, the following
bonuses (if the Vampire already has the Merit, than add
it once more...)
***** : Panther's Agility
By using this power, the Vampire is able of feats of agility and balance credited to felines. It's more easy for him to climb, jump, dodge (but not attacking), to keep his balance, etc.
System: 1 Blood Point
One blood point must be used to activate this power, which
last for the scene. For every dodge, sports, acrobatics
climbing, jumping, etc. dice roll, multiply the number of
success by two before removing botches. Moreover,
this power simply double the Acrobatics skill rating
when it comes to see how high the Vampire can fall
without taking damage.
To simulate automatic success, simply multiply the
base trait by 1,5.
Level 6+ Powers
Most 6+ Level Powers of Felys are the original ones from the Bastis Discipline of the Basthemet Bloodline. You will find them there.
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