Vicissitude
(Tzimisce,
Tzimisce antitribu)
1. Changeling
Roll:
Intelligence + Body Alteration, difficulty 7
By spending
a blood point, the vampire may change one of her physical
features -- anything from the size of her nose, to an animal
feature, to her eye color. The difficulty to use this power
to raise Appearance is 10, and a botch reduces the trait.
Roll:
Intelligence + Disguise, difficulty 10
By spending
a blood point, the vampire may physically alter her flesh
to look like someone else, with results as follows:
1 suc.
She looks a little like the target.
2 suc. She could fool anyone who doesnt know the target.
3 suc. She looks reasonably like the target. Most people
wont notice there is one small deviation or two.
4 suc. Shes close. Damn close.
5 suc. She could fool even family or close friends.
2. Fleshcraft
Roll:
Dexterity + Body Alteration, difficulty 7,
By spending
a blood point, the vampire may make more drastic changes
in her own flesh, or that of another. (An unwilling victim
must first be subdued.) If used to disfigure a victim, reduce
Appearance by one for each success.
3. Bonecraft
Roll:
Strength + Body Alteration, difficulty 7
By spending
a blood point, the vampire may make very drastic changes
in her own bone structure, or that of another. (An unwilling
victim must first be subdued.) If used to disfigure a victim,
reduce Appearance by one for each success. If used without
Fleshcraft, with the intent of injury, the victim takes
one die of damage for each success.
4. Horrid
Form
By spending
two blood points, the vampire may transform into a horrible
monster. This form is about eight feet tall and muscular,
with six to eight fingers on each hand, and has black pus
in place of skin. In this form, the vampires hand
damage is increased by one, her physical traits are each
increased by three, and her social traits are each reduced
to zero.
5. Inner
Essence
The vampire
may convert her body parts to blood, which may later be
used to reform the body part in question; other than the
head, the body part may also be regenerated. The upper torso
and legs are each worth two blood points; the arms, lower
torso, and head are each worth one blood point.
6. Blood
of Acid The vampires blood becomes highly caustic,
doing five dice of damage per blood point, and being able
to eat through wood. This is considered a permanent change.
If this blood is drawn by an attack, the attacker may roll
Dexterity + Dodge, difficulty 8, to avoid contact with the
blood; difficulty 9 if the damage was done by tooth or claw.
The vampire can not be diablerized, but can no longer embrace
a mortal.
6. Body
Arsenal
The vampire
may create non-projectile melee weapons from her flesh --
all of which do aggravated damage.
6. Plasmic
Form
The vampire
may transform herself into a sentient fluid, capable of
movement, and holding any shape. This grants immunity to
physical attack, but makes actions requiring eye contact
or a physical body impossible.
7. Cocoon
The vampire
may make a cocoon with double her own soak value, over a
period of ten minutes. The vampire is safe from sunlight
within, and can hear and use mental disciplines, but can
not see. She may dissolve the cocoon at will.
7. Flesh
Rot
Roll:
Stamina + Medicine, difficulty 9
At a touch,
the vampire can inflict a degenerative disease on a victim
that resembles leprosy. Each success is another day that
the disease remains, carrying further effects. All changes
to attributes made by this disease are permanent; the victim
is also considered to be horribly disfigured for the entire
time she is affected.
1 suc.
Day 1: the victim loses one Stamina.
2 suc.
Day 2: the victim loses one Stamina.
3 suc.
Day 3: the victim loses one Strength, one Stamina, and one
health level.
4 suc.
Day 4: the victim loses one Strength, one Dexterity, and
one health level.
5 suc.
Day 5: the victim loses one health level.
8. Bauble
The vampire
may turn into any inanimate object, her own size or smaller.
This object still has her aura, may still use mental disciplines,
and may still be destroyed by sunlight.
8. Breath
of the Dragon
Roll:
Dexterity + Firearms, difficulty 6
The vampire
may exhale flames. Each time the vampire hits something,
a die is rolled to determine coverage, and that many dice
of aggravated damage are inflicted every turn until the
flames are extinguished.
9. Doppelgänger
The vampire
may assume any shape, from half her mass to double her mass,
by spending one blood point. She retains her weaknesses
(such as vulnerability to sunlight) in this form.
9. Meld
with the Land
The vampire
may enter the earth, becoming invulnerable to any force
that doesnt destroy her section of earth. The subject
is aware of all that occurs above her, but can not see or
hear. This power may even be used in torpor.
10. Reform
Body
The vampires
body reforms, even after she is destroyed. Yes, you read
that right. She will live forever... like it or not.
Vicissitude
Chart
Roll First Further... Derangement roll
1 8 exp. 2 x current
Willpower, difficulty 8
2 7 exp. 3 x current Willpower, difficulty 8
3 6 exp. 4 x current Willpower, difficulty 7
4 5 exp. 5 x current Willpower, difficulty 7
5 4 exp. 6 x current Willpower, difficulty 6
6 4 exp. 6 x current Willpower, difficulty 6
7 5 exp. 5 x current Willpower, difficulty 5
8 6 exp. 4 x current Willpower, difficulty 5
9 7 exp. 3 x current Willpower, difficulty 4
10 8 exp. 2 x current Willpower, difficulty 4 |