Disciplines

Vicissitude
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Vicissitude
Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respect 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 effect of the Vicissitude as though they were aggravated wounds. Naturally, a wielder can always reshape her own flesh. Not that the fiends have too many would-be pupil; some things are beyond the pale even for the rest of the Damned. Vicissitude is similar in some respects to Protean, but springs from a much darker source. Whereas Protean merely enables a Cainite to emulate God's creatures, this twisted power allows a Tzimisce to defile and deform those creatures (or himself/herself) for all manner of perverse ends. The most beautiful maiden or noble stallion can, with but a knead of the fingers and a flick of pus. The Fiends have certainly used Vicissitude's more grotesque side effects to cement their infamous reputation. 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.

Level 1: Malleable Visage (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. He/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.

Level 2: Transmogrify the Mortal Clay(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 guard, the better to frighten foes. Only flesh (including muscles, 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.

Level 3: Rend the Osseous Frame (Bonecraft)

This terrible power allows a vampire to manipulate bone into the same manner that flesh is shaped.

Level 4: Awaken the Zulo Form (Horrid Form)

The Tzimisce who employs this power becomes the scariest monster, the dreaded Zulo of the Balkan peasants' terrified whispers. The vampire's stature increases to full eight feet tall; the skin becomes a sickly greenish-grey 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 pins sprout from the vertebrae, and the extended carapace exudes a foul-smelling grease.

Level 5: Ascendency of the Sanguine Humor (inner Essense)

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; he/she can use it to nourish himself/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 for several hours afterwards, as the sanguine aspect of their nature imposes itself over their choleric, phlegmatic and melancholy humors. 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 not physically attack or move in this form, but her fluid body acts in ways normal for a puddle of gore (so he/she can splash free from manacles or ooze through a dungeon grate beneath him/her). Mental disciplines may be used, provided no eye contact or vocal utterance is necessary - and if in this form "washes" over a mortal or animal beneath him/her, that mortal must make a Courage roll(difficult 8) or fly into a panic.

Level 6: 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 of the benefits and the drawbacks thereof, but gains several additional advantages. A vampire in this shape resembles nothing so much as giant bipedal bat.

Level 6: 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.

Level 6: 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 himself/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 physical body impossible.

Level 6: 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.

Level 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 cannot 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.

Level 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.

Level 7: Cocoon

The vampire may form a cocoon with a 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.

Level 7: Flesh Rot

The vampire can cause a disease similar to advanced leprosy in a victim. It can permanently remove Health Levels. Appearance, and Stamina.

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 his/her aura, may still use mental disciplines, and may still be destroyed by sunlight.

Level 8: Breath of the Dragon

This power allows the vampire to exhale flames similar to that of a flame-thrower with out doing damage to herself.

Level 9: Doppelganger

The vampire may assume any shape, from half her mass to double her mass, by spending one blood point. He/She retains her weaknesses (such as vulnerability to sunlight) in this form.

Level 9: Meld with the Land

The vampire may enter the earth, becoming invulnerable to any force that doesn't destroy his/her section of earth. The subject is aware of all that occurs above her, but cannot see or hear. This power may even be used in torpor.

Level 10: Reform Body

The vampire's body reforms, even after she is destroyed. Yes you read that right. He/She will live forever... like it or not.

 

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