Pantherium
[1] Tread of the Feline
With this power, the vampire can move in complete silence, no matter how
fast she is moving. In addition the Panathera leaves no trace as to her passage.
The Alleycat could walk through three inches of dried leaves and not make
a sound, or run across a dusty floor and not leave a mark.
System: This ability is constant and automatic.
Anyone with Heightened Senses can attempt to hear the Panathera's footfalls
with an unmodified Perception roll (difficulty of the vampire's Dexterity
+ Stealth). With three or fewer successes, the Panathera's passage remains
undetected; four successes, and the listener hears a very faint movement,
like wind through trees but not enough noise to follow a direction
with; and five successes, reveals the Panathera's footfalls, though any attempts
to track the Panathera by sound require a similar check each turn.
[2] Claws of the Cat
Much like Protean level 2, this allows the Panathera to grow a set of claws
from her fingertips. Unlike the Gangrel�s discipline, the claws do not need
to be dissolved to be unnoticeable. The Panathera�s claws are retractable,
thus reducing the need to keep spending blood points to regrow claws, hey
simply fold back into the first section of the Panathera�s fingertip. Wounds
caused by the Panathera�s claws are aggravated and cannot be healed through
the use of Blood Points.
System: No roll is needed to grow the claws, however,
one blood point must be spent. Also, as long as the claws are retracted the
Panathera gains a +2 to all difficulties involving manual dexterity. Including,
but not limited to, Firearms, melee weapons, driving, etc.
[3] Song of the Cat
With this level of Pentaris, the Panathera summons the beast within to create
an ear-shattering roar. This does two things, first it shatters the eardrums
of all within a set range, and second, it causes fear, much like the Presence
level 2, Dread Gaze.
System: The Panathera rolls Manipulation + Intimidation
(difficulty is equal to the �casters� humanity less 2 but can be no lower
than 4). Each success indicates an additional 10 feet to the radius of the
call. All humans within the area are temporarily deafened (number of turns
equals successes on Panathera�s roll). All animals in the area immediately
flee. All kindred in the area must make a Stamina + Fortitude (difficulty
of 5 plus the number of success on the Panathera�s roll) or take 1 health
level of aggravated damage and become stunned until it is healed. The second
part of this level�s ability, works like Dread Gaze. Each success causes
the victim to flee that much faster.
[4] Gift of Sekmeht
Again, like the analogue Protean level, this allows the Panathera to take
the form of a large cat. Only one cat may be selected and must be declared
when the Panathera reaches this level. The Panathera gains all the benefits
and drawbacks of a feline form.
System: No roll is needed to change form, however,
one blood points must be spent in order to shift. Three turns are needed
to complete the transformation (though the Storyteller may allow it in one
turn with the expenditure of three Blood Points).
[5] Fury of Bast
In this form the Panathera resembles a Crinos Bastet, only much larger. She
looses all social attributes when dealing with humans, half when dealing
with kindred (round down). Her physical attributes are all doubled, and she
gains a +2 bonus on all rolls involving Perception.
System: To take this form the Panathera must spend
three blood points. The change takes three turns no matter what Generation
the Panathera happens to be. Also if the Panathera is rendered unconscious,
she will revert to her natural state.
[6] Fury of the Great Kings
The Panathera, with the expenditure of one blood point can instantly grow
three foot long razor sharp blades from her fingers. Like Claws of the Cat,
these blades inflict aggravated damage. However, once these blades are grown,
the Panathera cannot hide them, as they are now carrying ten swords strapped
to their fingers.
System: No roll is needed to grow the claws. Once
the blood point is spent the claws leap out of the Panathera�s fingers. These
blades do Strength + 4 points of aggravated damage. The roll for attacks
is Dexterity + Melee + 2 (difficulty 7).
[6] Call of the Pride
At this level the Panathera can summon others of her clan in the surrounding
area. Once summoned, if applicable, newcomers must face the reckoning, but
all facing the reckoning under the summons gain a -2 difficulty on all rolls.
System: The Panathera invokes the Song of the Cat,
this time using her Charisma + Survival (difficulty 6). The roar is the same,
and has all the normal effects. In addition, a number of Panathera (consult
the chart below) arrive as quickly as possible to aid the caller.
1 success: All Panathera within 1 block / .5 miles
2 successes: All Panathera within 2 blocks / 1 miles
3 successes: All Panathera within 5 blocks / 5 miles
4 successes All Panathera within .5 miles / 7 miles
5 successes: All Panathera within 1 mile / 10 miles
[7] Feline Shadow Walk
At this level the Panathera can literally step into the shadows and come
out somewhere else. This functions as a form of teleportation. The Panathera
can Shadow Walk to anywhere she has been before without error. There are
no limits on distance and the transportation is instantaneous.
System: The Panathera must declare where she intends
to arrive before activating this ability. Once activated she must spend one
point of Willpower to actually step through the shadow. To take someone with
her, the Panathera must spend an extra point of willpower for each individual
she attempts to take. Also she must make a Wits + Stealth roll (difficulty
6). The number of success on the roll equal the number of
�passengers� the Panathera may take through the shadows. If the roll is failed,
the Panathera teleports, but the passenger doesn�t. If the roll is botched,
the passenger is caught �between here and there, and the Panathera had better
know a friendly Lasombra if she wants to get the passenger out. |