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Vicissitude 
Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to Protean, Vicissitude allows the Fiends to shape and sculpt their own or others' flesh and bone. When a Tzimisce uses Vicissitude to alter mortals, ghouls and vampires of higher generation, the effects of the power are permanent; vampires of equal or lower generation may heal the effects of Vicissitude as though they were aggravated wounds. Naturally, a wielder can always reshape her own flesh.
Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.
Note: Nosferatu always "heal" back Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the clan may not be circumvented through Vicissitude, except possibly by the Antediluvian of the Tzimisce clan (who is rumoured to have been destroyed anyway).
One thing about this Discipline which the Tzimisce don't tell vampires is the true nature of it. And that is that it is a Disease, which is once you have contracted, you cannot cure, not even if all of your blood is drained. The main problem with this discipline is that if you use it even once it starts to take control of you. So that every time you use it you have to spend at least half of your available experience, on this discipline. Should this discipline reach rank 10 you are completely taken over by the Decease and you body is transformed in to a huge mass of pulsating flesh, and is no longer under you control. You must then hand control of your character to the head ref.
Should the vampires blood be spilled or the vampire be killed the Blood will act with a will of it's own and begin to make its escape and try to affect the next victim, unless destroyed by burning.
Once contracted you start of with the Discipline of rank 0. If not used ever it will remain and never demand experience. But is used once it will starts on its, Lethal track. See Vicissitude Extended.
Malleable Visage
A vampire with this power may alter her own bodily parameters: height, build, voice, facial features and skin tone, among other things. Such changes are cosmetic and minor in scope - no more than a foot of height gained or lost, for example. She must physically mould the alteration, literally shaping her flesh into the desired result.
System:The player must spend a blood point for each body part to be changed, You cannot drastically improve your looks unless you have the Body Craft skill then you can only improve them by the level of your art skill. And no more this can only be done once, and never improved unless the art skill in improved.
 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 their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat and cartilage, but not bone) may be transformed.
System:The vampire must grapple the intended victim, Then this works in much the same way as Malleable Visage at the same cost. If used in combat then you must have at least twice the strength of you opponent to make any significant changes, other wise you can just make a mess of your opponent.
A vampire may use this power to move clumps of skin, fat and muscle tissue, thus providing additional padding where needed. You can at the cost of 1 health improve your strength or visa versa.
  Bonecraft
This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with Fleshcraft, above, this power enables a Vicissitude practitioner 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.
System:Bonecraft is used the same as Fleshcraft at the same cost. But manipulates bones as well, this can be used as a weapon, and for every point of blood used it inflicts 1 point of damage. With this you can increase you hitpoints by a maximum of 5, this costs 10 Blood each Hitpoint. The basic change is that all bones are doubled up with a new layer of bone and ribs now have additional strips of bone running vertically.
The vampire may utilise 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." If bone spikes are used, the vampire or victim takes one health level of Physical damage (the vampire's comes from having the very sharp bone pierce through his skin - this weaponry doesn't come cheaply). Claws and spike do Physical damage, therefore converting Subdued damage to Physical during hand to hand combat.
A vampire who scores five with Strength + Body Crafts may cause a rival vampire's rib cage to curve inward and pierce the heart. While this does not send a vampire into torpor, it does cause the affected vampire to lose half his blood points permanently, as the seat of his vitae ruptures in a shower of gore.
   Horrid Form
The Tzimisce use this power to become hideous monsters; naturally, this provides great advantages in combat. The vampire's stature increases to a full eight feet; the skin becomes a sickly greenish-grey or greyish-black chitin; the arms become ape like 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 external carapace exudes a foul-smelling grease.
System:The Horrid Form costs two blood points to awaken. All Physical Attributes (Strength, Dexterity) increase by 2. However, a vampire in Horrid Form who is trying to intimidate someone may substitute Strength for Intimidation! Damage inflicted in brawling combat increases by one due to the jagged ridges and bony knobs creasing the creature's hands.
    Blood Form
A vampire with this power 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 or establish blood bonds. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.
System:The vampire may transform all or part of herself as she deems fit. Each leg can turn into two blood points worth of vitae, as can the torso; each arm, the head and the abdomen convert to one blood point. The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood has been utilised or destroyed, the vampire must spend a number of blood points equal to what was originally created to re-grow the missing body part.
A vampire entirely in this form may not be staked, cut, bludgeoned or pierced, but can be burned or exposed to the sun. The vampire may ooze along, drip up walls and flow through the narrowest cracks, as though she were in Tenebrous Form.
Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary - and if a vampire in this form "washes" over a mortal or animal, that mortal must have a Willpower higher than the vampire of they will flee, and panic.
Vicissitude Extended
Chiropteran Marauder level Six
Similar to the lesser Vicissitude power of Horrid Form, the Chiropteran Marauder is a terrifying, bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. This power confers all of the benefits of the Horrid Form, in addition to a few others. The mere sight of the marauder is enough to make mortals or weak-willed vampires flee in horror.
System:The vampire gains all the effects of the Horrid Form (see Vampire: LARP). Further, the fluted wings allow flight at 25 mph, during which the vampire may carry, but not manipulate, objects of reasonable size. If the vampire wishes, the player may spend 2 blood to extend bony claws at the ends of the wings, where the hands would be. These claws inflict Strength +2 aggravated damage. Also, the vampire subtracts two from all hearing-based Perception checks (though he adds one to vision based Perception checks). Assuming the mantle of the Chiropteran Marauder costs three blood points.
Blood of Acid level Six
At this level of mastery, the vampire has converted his blood to a viscous acid. Any blood he consumes likewise becomes acid, which is corrosive enough to bum human (and vampiric flesh) as well as wood. This effect is particularly potent when the vampire assumes the Bloodform. One of the side effects of this power is the complete inability to create new vampires and ghouls, or give blood to another vampire - the acid would corrode them as they drank it. The obvious benefit, however, is that would-be diablerists are likewise unable to devour the Cainite's blood.
System:Each blood point that comes in contact with something other than the vampire himself does 3 points of aggravated damage. If the vampire is injured in combat, his blood may spatter on an opponent.
Skin Trap Level Six (Tzimisce)
This power enables the vampire to slough off a layer of his epidermis and use it as a fleshy snare. Victims may be bound, blinded or even suffocated in the skin-sac.
System:The vampire may automatically shed a layer of skin, but must make a Firearms check and gain above the target Dexterity (use normal firearms complications) to target his victim. If the vampire hits, the victim is trapped in the folds of flesh and may take no action until she frees herself (10 minutes minus Strength). Additionally, if the vampire scores three or more above the Dex on the attack check, he has targeted the victim's face, blinding her and (if the victim breathes) cutting off her oxygen supply.
Each time this power is used, the vampire's hitpoints decreases by one until he spends a Blood Point to regenerate the skin layer. If this power is used three times in succession without spending Blood Points, the vampire's skin becomes paper-thin. Each time the vampire moves suddenly or violently in this state, he must suffer one Health Level of damage as cracks and lesions riddle his skin.
Kraken's Kiss Level Seven (Tzimisce)
This power was first manifested by the Black Hand Dominion Lars Svengaard during the Siege of Barcelona. With this power, the vampire can warp the skin, cartilage and bone of her face, elongating it and re-solidifying it into a 10'-long tentacle similar to that of a squid. Thus tentacle can be used to grasp and constrict foes; moreover, in place of a squid's suckers are rows and rows of fanged, drooling mouths, permitting incredibly rapid blood drain.
System:The vampire spends a 5 blood to create a tentacle, this has the same strength as the caster, and can be used as an extra attack in combat doing aggravated damage, for each hit from the tentacle the vampire can drain one point of blood.
It should he noted that the tentacle is as vulnerable to attack as the vampire is and may be attacked anywhere along its length; moreover, a tentacle in the process of feeding is a stationary target. If the tentacle takes three or more Health Levels of damage from an edged weapon, it is severed, and the vampire is effectively deprived of all senses (save touch) until she regenerates her face.
Cocoon Level Seven
The Cainite can form an opaque cocoon from blood and other fluids excreted from her body. The cocoon hardens after a few moments, turning into a tough, white shell shaped vaguely like a rounded coffin. This cocoon provides considerable protection to the vampire, even shielding her from sunlight and, to a limited degree, fire.
System:A vampire may only cocoon herself, and the process takes 10 minutes to perform. Additionally, creating a cocoon costs six blood points. The cocoon offers complete protection from sunlight, and provides a number of points of soak equal to 5 times the vampire's normal Strength (blood augmentation doesn't help) against all damage, aggravated or otherwise. It lasts as long as the Cainite wishes, and she may dissolve it into a pulpy, bloody paste at her whim, from which she emerges. A vampire contained within a cocoon may still use mental Disciplines, though they may still require eye contact or other conditions to be met.
Breath of the Dragon Level Eight
The Tzimisce becomes like one of the terrible draculs of the Old World, able to exhale a deadly gout of flame. This flame does not hurt the vampire himself, though he may become trapped in flames that start if his fire engulfs flammable objects.
The flaming cloud affects a six-foot area, doing four points of aggravated damage to any in the flames' circumference. This fire may cause combustible items to ignite, and it may ignite victims who suffer fire damage as per the fire rules in Vampire: LARP.
System:
Earth's Vast Haven Level Nine
This power, developed in the nights when the Tzimisce were the terrible masters of Eastern Europe, allows the vampire to sink into and disperse himself through the very ground itself. Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into the ground; nothing short of a wide-area explosion can affect him, nor may he be dug up bodily. In addition, during the night time hours, the vampire may see and hear everything happening in her environment through his mystical connection to the land. The mere fact that this power exists terrifies many Tzimisce, who are secretly unsure of whether or not the diablerie of their Antediluvian was successful.
System:This power costs six blood points to activate, and it lasts as long as the vampire wishes to remain contained within the soil. As per the Cocoon, the vampire may use mental Disciplines that do not require physical solvency or eye contact. He may communicate mentally with anyone who wanders into the area under which he rests.
Tainted Blood
Since time out of mind the Fiends of Clan Tzimisce have worked their magic, fleshcrafting their minions, shaping deadly weapons and painful modifications from their very bones. The magic of the Tzimisce homeland, Eastern Europe's gland beyond the forest;" resonated with the arcane power in the Fiends' blood.
Over time, however, the land grew sick, and corrupted with it the Tzimisce ties to that selfsame earth. Their blood became cursed, possessed of a bizarre unlife of its own. The mystical vitae that once sustained them now twisted the Tzimisce, making them alien and freakish.
Indeed, the Fiends' prized Discipline, Vicissitude, has become a disease, and it may infect anyone with whom it comes in contact. Indeed, rare cases have been reported of mortals learning the Discipline, and some apocryphal tales even speak of Lupines learning the fleshcrafting art. Anyone who partakes of Tzimisce blood - even the smallest of quantities - may be at risk of contracting the disease.
The Fate of Fiends
Note: These rules are optional, to be used at the Storyteller's discretion.
Rather than functioning as a normal Discipline, Vicissitude may be used in a special manner. Whereas other Disciplines have set costs to learn and improve, Vicissitude varies by the individual, as it mutates her body to its own malignant end. Some individuals find the Discipline difficult to learn, while others seem to have an unnatural affinity for it.
When a player creates a Tzimisce character, or whenever a non-Tzimisce character tastes the blood of a Fiend, the Storyteller should make a few quick, secret checks and record the results. This represents the character's relationship with the disease. If the character takes more than 2 points of blood then she catches the disease, and then must spend her next 10 XP on the Discipline. Also for every time the Discipline is used the play must spend 1 XP x the level of the Discipline on the Upgrading.
Players should role-play their characters' growing emotional detachment, for maximum effect, as they lose themselves more and more to Vicissitude. This mental degradation is not mania or lunacy, and rarely results in erratic or whimsical behaviour. Rather, it is a slow withdrawal from all that is human. Some Tzimisce researchers have hypothesized that the afflicted individual becomes less and less a functional personality, and more of a mindless host for the invasive disease.
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