Vicissitude Vicissitude is the trademark Discipline of Clan Tzimisce, and one of the most horrifying powers available to Cainites. With it an experienced crafter can sculpt the flesh and bone of a subject, making them a creature of alien beauty or gnarling them into a deformed monstrosity. Tzimisce use Vicissitude on themselves extensively, altering their appearances with their mood or changing their bodies to be as vile as their souls.
1.Changeling-A vampire with this power may alter her bodily parameters: height, build, voice, facial features and skin tone, among other things. Such changes are cosmetic and minor in scope. She might for example, resume her mortal coloration, make herself resemble a Moor, Viking or Saracen; or even copy the form of a web-fingered naiad or faerie noble.
2.Fleshcraft- This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other creatures. Tzimisce often use this power to transform guards, the better to frighten foes. Only flesh (including muscle, fat and cartilage, but not bone) may be transformed. The power is permanent on mortals, though vampires may spend Blood Points to "heal" the transformation.
3.Bonecraft- This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Transmogrify the Mortal Clay, above, this power enables a Vicissitude practioner to deform a victim (or herself) beyond recognition. This power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim. The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an offensive weapon or all over the body as defensive "quills".
4.Horrid Form- The Tzimisce who employs this fell power becomes the veriest monster, the dread zulo of the Balkan peasants' terrified whispers. The vampire's stature increase to a full eight feet tall; the skin becomes a sickly greenish-gray or a greyish-black chitin; the arms become apelike and ropy, tipped with ragged black nails; and the face warps into something out of a nightmare. A row of spines sprouts from the vertebrae, and the extended carapace exudes a foul-smelling grease.
5.Inner Essence- The blood is more than life to a vampire with this power, for she can physically transform all or part of her body into sentient vitae. This blood is in all respects identical to the vampire's normal vitae; she can use it to nourish herself or others, create ghouls and establish Blood Oaths. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death. Vampires who assume this shape often act giddy and fey for several hours afterwards, as the sabguine aspect of their nature imposes itself over their choleric, phlegmatic and melancholy humors.
6.Blood of Acid: The vampire’s 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. The user is therefore unable to create progeny or ghouls. This power is very useful combined with Plasmic Form.
Body Arsenal- The vampire may craft parts of his own body (especially bone) into weapons such as swords, knives, clubs and other weapons. They do aggravated damage. The vampire may create non-projectile melee weapons from her flesh.
Plasmic Form- Similar to Inner Essence, this power however allows the user to exist in a liquid blood form. Therefore, bullets and sword will splash right through, but the user is incapable of action. 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.
Chiroptean Maurauder-This power is similar to Awaken the Zulo Shape, but even more potent. The vampire assumes a form similar to the zulo (and gains all the benefits and drawbacks thereof), but gains several additional advantages. A vampire in this shape resembles nothing so much as a giant bipedal bat.
The vampire's arms sprout fluted, leathery wings enabling flight at 25 mph (objects can be carried, but not manipulated while the vampire is airborne). Additionally, the vampire may make a Strength + Bodt Crafts roll (difficulty 6) to extend talons on the ends of the wings (where the hands are); these talons inflict Strength + 2 aggravated damage.
Finally, the vampire subtracts two from the difficulties of all hearing rolls, but adds one to visual difficulties (bats, as everyone of learning knows, are blind -- and even bat-monsters are somewhat myopic.
Skin Trap- This power allows the user to remove a layer of his or her epidermis and use it as a fleshy snare. Victims may be bound, blinded, or even suffocated in the skin-sac.
7.Kraken's Kiss- The vampire may alter the cartilage, bone, and skin in her head, and morph it into a tentacle. In place of squid-like suckers, there are rows and rows of fanged mouths permitting incredibly fast blood drain.
cocoon- The vampire may form a cocoon with double her own soak value, over a period of ten minutes. The cocoon protects the user from twice the damage of that the vampire can normally soak. 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.
Flesh rot- The vampire can cause a disease similar to advanced leprosy in a victim. It can permanently remove Health Levels, Appearance, and Stamina.
System: 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- This power allows the vampire to turn into an unliving object no smaller than half the vampire's size, and no greater than twice the vampire's size. This object still has her aura, may still use mental disciplines, and may still be destroyed by sunlight.
Breath of the Dragon-This power allows the vampire to exhale flames similar to that of a flame thrower without doing damage to herself.
System: 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.
Meld with the Land- The vampire may enter the earth, becoming invulnerable to any force that doesn’t 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 vampire’s body reforms, even after she is destroyed. Yes, you read that right. She will live forever... like it or not.
Animalism Animalism: Animalism is a Discipline that brings the vampire closer to their animalistic nature. This not only allows them to communicate with and gain dominance over creatures of nature, but gives them influence over the Beast itself. It is particular common among the clans that are most removed from humanity, though many of its powers specifically target the Beasts of mortals and Cainites.
1. Sweet Whispers- Roll: Man. + Animal Ken, difficulty 6 With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication.
2. The Beckoning- Roll: Cha. + Survival, difficulty 6 By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted. 1 suc. One animal responds. 2 suc. A quarter of the animals in range respond. 3 suc. Half of the amimals in range respond. 4 suc. Most of the animals in range respond. 5 suc. All of the animals in range respond.
3. Song of Serenity - Roll: Man. + Empathy, difficulty 7 Demand: successes = Willpower or more The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned.
4.Sharing of Spirits- Roll: Cha. + Animal Ken, difficulty 8 With eye contact, the vampire may possess an animal, but goes into torpor in so doing. Less than three successes means that willpower points must be spent if an act is against an animal’s instincts. 1 suc. Successful possession of the animal. 2 suc. As above. Also, Auspex can be used. 3 suc. As above. Also, Presence can be used. 4 suc. As above. Also, Dominate can be used. 5 suc. As above. Also, Thaumaturgy can be used. This occasionally leads to the vampire retaining some instincts of the animal; a roll of Wits + Empathy, difficulty 8, may be required for the vampire to reclaim her mind afterward.
5.Drawing out the Beast- Roll: Man. + Animal Ken, difficulty 8 The vampire may transfer her Beast to someone else, who will frenzy instead of her. 1 suc. The Beast is transferred to an unintended target. 2 suc. The Beast is transferred, but the vampire is exhausted, and gets no actions the next turn. 3 suc. The Beast is transferred to its intended target. If the victim leaves while in frenzy, the vampire’s Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way.
6. Songs in the Dark- Roll: Cha. + Survival, difficulty 8 The vampire may summon... something. Exactly what is summoned is up to the Storyteller, but the thing should be an impressive, monstrous, large beast that is neither known by humans nor recognized by modern taxonomy. If the roll botches, the thing will be quite hostile to the vampire.
Animal Succulence- All blood that the vampire drinks from animals is doubled before it is added to the her blood pool.
Shared Soul- Roll: Per. + Animal Ken, difficulty 6 By touching an animal, the vampire may share her experiences with an animal, and will learn of the animal’s experiences. This power costs one willpower point per turn.
Shepherd’s Innocence- Roll: Cha. + Animal Ken, difficulty ??? The vampire may become very attractive to animals, which will trust her and aid her.
species speech- Roll: Cha. + Animal Ken, difficulty 8 Like Sweet Whispers, but the vampire may talk with a group of animals if all are of the same species.
Deep song -Roll: Manipulation + Music, difficulty WP Through the words of a song, a vampire may attempt to sway the passions of his audience. Three successes are required to alter the listener's emotional state as desired. On a botch, the target manifests the desired emotion, but focuses it exclusively on the singer. The effects of the Deep Song last for roughly one hour, or in the case of a botch, the remainder of the night.
7. Conquer the Beast- Roll: Willpower, difficulty 7 The vampire may enter a frenzy over which she has a significant degree of control. A botch means that an uncontrolled frenzy was achieved. This power costs one willpower point per turn.
Master's voice- As Species Speech, but the group of animals may be of several species.
8. Mass summons- Roll: Man. + Leadership, difficulty 7 the vampire may summon all animals, or all animals of a specific kind, in a given area. Two successes are required to summon an animal given contrary orders, four successes are required to summon ghouls that were not created by the vampire, and five successes are required to summon animals that would endanger themselves by responding to the summons. 1 suc. All animals within a block in the city, or half a mile in the wilderness, will respond. 2 suc. All animals within two blocks in the city, or a mile in the wilderness, will respond. 3 suc. All animals within five blocks in the city, or five miles in the wilderness, will respond. 4 suc. All animals within half a mile in the city, or seven miles in the wilderness, will respond. 5 suc. All animals within a mile in the city, or ten miles in the wilderness, will respond.
Twin spirits- Roll: Man. + Intimidation, difficulty 6 The vampire may control an animal as if she was inside it, but also may act in her own body. When the vampire is split up like this, all rolls she makes in either body are increased in difficulty by one. This power lasts for the following time periods: 1 suc. one hour. 2 suc. six hours. 3 suc. one day. 4 suc. one week. 5 suc. indefinitely.
9. Flesh bond- Roll: Sta. + Animal Ken, difficulty 7 The vampire may take an animal into herself. She must give up an amount of her blood capacity equal to one fifth of the blood capacities of the animals she is storing. This part of her blood capacity may not be filled until the animal is released. Roll: Sta. + Empathy, difficulty 7 The vampire may enter an animal. She may still be detected by Auspex, which will show her aura as well as that of the animal. This power does not, by itself, grant any control over the animal.
10. Army of beasts- Roll: Leadership + Survival, difficulty 6 The vampire may control, and become one with, all animals in a given range. With one success, the range is a mile. Each additional success doubles the range. |
Auspex Auspex: Auspex is a Discipline that grants vampires supernatural senses. It is one of the most common and favored Discipline among Cainites due to its versatility and overall usefulness in just about every facet of vampiric existence. In addition to the individual powers granted at each level, Auspex allows someone the opportunity to see through illusions, such as from Obfuscate or Chimerstry, so long as the user possess at least an equal mastery in Auspex as the Discipline in question. Furthermore, it has been known to grant some degree of oracular ability, particularly when alerting a Cainite to danger, even if they are in torpor.
Level 1- Heightened Senses- Secret Roll: Auspex, difficulty ??? The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim.
Level 2- Aura Perception Roll: Per. + Empathy, difficulty 8 The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below. 1 suc. The vampire can tell if the aura is pale or bright, IE vampire or otherwise. 2 suc. The predominant color can be distinguished. 3 suc. Patterns can be recognized. 4 suc. Shifts in color or pattern can be detected. 5 suc. All aspects of the aura can be read. [For aura colour chart- http://www.patman.org/wod/disciplines/auspex.asp]
Level 3- The spirit's touch Roll: Per. + Empathy, difficulty ??? The vampire may touch an object, and get psychic impressions of the last one who touched it.
Level 4- Telepathy Roll: Int. + Subterfuge, difficulty Willpower The vampire may read a target’s mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.
Level 5- Psychic Projection Roll: Per. + Occult, difficulty ??? The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane. In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that she may manifest as a ghostly form for one turn by spending a willpower point. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina. All damage causes loss of willpower points, rather than Health levels.
Level 6- Babble Roll: Cha. + Empathy, difficulty Willpower The vampire can converse with a number of other targets up to her Willpower rating, and a number of additional Malkavians (or similarly deranged individuals) up to her Empathy rating, at any distance. However, all such communications must be spoken aloud, at the same volume as would be necessary to be heard if the speaker was in the same setting as the listener. No roll is needed for a willing target.
Clairvoyance Roll: Per. + Empathy, difficulty 6 The vampire may see and hear events in a distant place of her choice. She may also use other Auspex powers in conjunction with this one, but each such use is rolled separately.
The Dreaming Roll: Wits + Empathy, difficulty 7 The vampire may dream about her surroundings, or any circumstances that might affect her, when in torpor or asleep.
Eagle's sight The vampire may psychically scan a bird’s eye view of an area of a radius of two miles, from an apparent view of about 250 feet up. If she also has Clairvoyance, she may close in on a smaller area.
Insight of the Talespinner By spending a blood point, the vampire can tell a story off the top of her head, entrancing others who can hear it, as per the Toreador clan weakness -- even non-Toreadors. Others so afflicted may roll Wits + Empathy, difficulty 8, but must listen until the story is finished if they score less than three successes. This power also grants a -3 difficulty modifier to all storytelling-related rolls.
Prediction Roll: Per. + Empathy, difficulty Willpower By spending a blood point, the vampire may predict a target’s next comment. With three successes, she may predict the target’s next action. Each success gives the vampire a one-die bonus to all Social rolls directed at the target, and each success beyond the second imposes a one-die penalty to all rolls directed against the vampire.
Sense emotion Roll: Per. + Empathy, difficulty 7 The vampire may sense the auras and general moods of everyone within a ten foot radius. She may also pinpoint instigators of these emotions.
Telepathic communication Roll: Cha. + Empathy, difficulty Willpower The vampire can converse psychically with a target in line-of-sight, project images, transmit sensory input, etc. No roll is needed for a willing target.
What people want to hear Resist: Willpower, difficulty 7 By spending a blood point, the vampire can know exactly what to say to get a desired response from another. If the target of this power believes the vampire’s statement to be fundamentally wrong, she may resist, as above. This power usually doesn’t permanently change a person’s viewpoint, but it can.
Level 7- Melange The vampire can see an alternate view of reality, gaining whatever insights can be gained from the Storyteller’s descriptions, which should be confusing, gibberish, and/or bullshit. While using this power, the vampire loses half of all of her dice pools (rounding down the loss), and is susceptible to missing details in the "real world".
Personality metamorph By spending two blood points, the vampire may create a personality, and adopt it as her own. This personality has its own Nature, Demeanor, abilities, mental and social attributes, Willpower, and Humanity. Sometimes, the new personality will even have a different set of disciplines, or a different Path of Enlightenment. Usually, physical attributes and Appearance remain unchanged. This power lasts for one scene, though the vampire may pay one blood per scene to extend its effects.
Soul scan Roll: Per. + Investigation, difficulty 6 The vampire may locate a target, anywhere in the world. The difficulty to use this power is 8 if the target has Obfuscate.
Spirit link Roll: Wits + Etiquette, difficulty 6 The vampire may telepathically link one person to herself for each success. All targets so linked will also hear each other. This power does not facilitate mind-reading.
Level 8- Malkavian Madness Network Roll: Empathy + Willpower, difficulty 6 The vampire may inform other Malkavians of, and organize, the meetings that no one has been able to figure out. This only informs other Malkavians about the meeting; it does not obligate them to attend. 1 suc. All Malkavians within three blocks. 3 suc. All Malkavians within ten blocks. 5 suc. All Malkavians within three miles. 7 suc. All Malkavians within ten miles. 10 suc. All Malkavians in the city. 13 suc. All Malkavians in the area (IE county). 15 suc. All Malkavians on the continent. 20 suc. All Malkavians in the world. All Malkavians so contacted (and all similarly insane individuals, at the Storyteller’s discretion) then get a secret roll of Perception + Malkavian Time, difficulty 6, to determine how far in advance they learn of the meeting. Those not contacted have no way of detecting the use of this power. 1 suc. The meeting just started. If you hurry, you might make it before it’s over. 2 suc. The meeting is tomorrow. 3 suc. The meeting is in a week. 4 suc. The meeting is in a week, and you have some idea of its purpose. 5 suc. The meeting is in a week, and you know exactly what will be discussed.
Psychic Assault Roll: Man. + Intimidation, difficulty 8 Resist: Willpower, difficulty 8 The vampire may do psychic damage to a target. If the target is a vampire, a willpower point must also be spent. If this assault reduces the target to zero willpower points, the target is rendered unconscious; with three or more successes, if the target is rendered unconscious, she awakens with a derangement. This power does damage as follows: Botch The target is immune to all further such assaults from the vampire for the rest of the night. Failure The target is unharmed, and may roll Perception + Occult, difficulty 6, to perceive the attack. 1 suc. The target loses a willpower point. Also, a Courage roll may be required, at the option of the Storyteller. 2 suc. The target loses 3 willpower points. A Courage roll is required, difficulty Auspex. 3 suc. The target loses 6 willpower points. A Courage roll is required, difficulty Auspex. 4 suc. The target loses all willpower points. Her Willpower is permanently halved. 5 suc. The target rolls Willpower, and dies if the roll fails. If successful, effect is that of four successes.
Omniscience Roll: Per. + Empathy, difficulty 6 The vampire may perceive anything the Storyteller feels like telling her. She may learn about events, or individuals, and there is no limit to how much can be learned, except for how successful she is on the roll. Individuals with Obfuscate 8 or higher can not be detected or studied in this fashon.
Level 9- Precognition Roll: Int. + Alertness, difficulty 8 The vampire may see the future of any location with which she is familiar. These visions are based on the assumption that none of the current circumstances will change, and they do not take into account the plans of those who might act to change the future. The length of time by which the vampire can see ahead is as follows: 1 suc. one hour. 2 suc. one day. 3 suc. one week. 4 suc. one month. 5 suc. one year.
Level 10- Pulse of the Canaille Roll: Humanity, difficulty variable The vampire may learn about a group of people. The difficulty varies according to the size of the group being studied, as follows: dif. 6 an organization. dif. 7 a city. dif. 8 a region. dif. 9 a country. dif. 10 the world. If the group of people is being controlled, then all aspects of all controlling forces will be seen, with enough successes. What the vampire learns from using this power is as follows: 1 suc. The vampire senses moods and attitudes. 2 suc. The vampire also senses the potential and future of the group. 3 suc. The vampire also sense the degree to which they are being controlled. 4 suc. The vampire also senses the aura of the controlling force. 5 suc. The vampire also knows who is controlling them, and why.
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