|Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Not that the fiends have too many would-be pupils; 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 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 the wrist, be reduced to a hideous freak or a blob of deliquescent 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.
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.
System: The vampire must spend a Blood Point for each body part to be changed. Then she must roll Intelligence + Body Crafts/Alteration (difficulty 6). To duplicate another person or voice requires a Perception + Body Crafts/Alteration (difficulty 8), and five success are required for a flawless copy (fewer successes leave minute, or not-so-minute, flaws. (See the Alteration Chart to determine the exact outcome.) Increasing one's Appearance Trait is a difficulty 10 and a botch reduces the Attribute by one.
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 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.
System: The vampire must grapple the intended victim and make a successful Dexterity + Body Crafts/Alteration roll (difficulty variable: 5 for a crude yank-and-tuck, up to a 9 for transforming a Toreador popinjay's perfect aquiline nose into a grotesque replica of a tapir's snout). A vampire who wishes to increase another's Appearance Trait, does so as described in the Alteration Chart above as Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty.
A vampire may use this power to move clumps of skin, fat and muscle tissue to provide additional padding where needed. For each success scored on a Dexterity + Body Crafts/Alteration roll (difficulty 8), the vampire may increase the subjects soak Dice Pool by one, at the expense of either a point of Strength or a Health Level (vampire's choice).
Level 3 • Rend the Osseous Frame (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 (see below).
System: The Vampire must make a Strength + Body Crafts/Alteration roll (difficulties as above). Rend the Osseous Frame may be used without the flesh-shaping arts, as an offensive weapon. Each success scored on the Strength + Body Crafts/Alteration roll (difficulty 7) inflicts one Health Level of damage to the victim, as his bones rip, puncture and slice their way out of his skin.
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". In the former case, the vampire takes one Health Level of normal damage; in the latter, the subject takes a number of Health Levels equal to five minus the number of successes ( a botch kills the subject if mortal, or sends the vampire into torpor). These Health Levels may be healed normally. Knuckle spikes inflict Strength +2 non-aggravated damage, while defensive quills inflict a hand-to-hand attacker's Strength in non-aggravated unless the attacker scores 3 or more successes on the attack roll (the defender still takes damage normallly). Quills also enable the vampire or altered subject to add two to all damage inflicted via grapples or body slams.
A vampire who scores 5 or more successes on the Strength + Body Crafts/Alteration roll 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, as the seat of his vitae ruptures in a shower of gore.
Level 4 • Awaken the Zulo Form (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.
System: The zulo shape costs 2 Blood Points to awaken. All Physical Attributes (Strength, Dexterity, Stamina) increase by 3, but all Social Attributes drop to zero, save when dealing with others also in zulo form. (However, a zulo-transformed vampire trying to indimidate someone may substitute Strength for a Social Attribute!) Damage inflicted in brawling combat increases by one due to jagged ridges and bony knobs creasing the zulo's hands.
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.
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 (though turning one's head to blood is somewhat foolish). The blood can be reconverted to the body part, provided it is in contact with the vampire. If the blood has been utilized or destroyed, the vampire must spend a number of Blood Points equal to what was originally created to regrow the 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 not physically attack or move in this form, but her fluid body acts in ways normal for a puddle of gore (so she can splash free from manacles or ooze through a dungeon grate beneath 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 her, that mortal must make a Courage roll (difficulty 8) or fly into a a panic.
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.
System: The vampire must spend three Blood Points to assume the shape and must make a separate roll to form the talons.
Level 6 • Skin TrapThis 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 FormSimilar 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.
System: Roll: Stamina + Medicine, difficulty 9
System: Roll: Dexterity + Firearms, difficulty 6
This page is an entirely unofficial use of the Vampire: The Masquarde and A World of Darkness gaming materials published by White Wolf Publishing, Inc. and not intended as an official or profit making venture in any way, shape or form. Although the use of these concepts, rules, etc., is unauthorized, no infringement is intended. This page is not affiliated with White Wolf Publishing, Inc. in any way and should not be viewed as such. This page are freely available for viewing and personal use, but are, under no circumstances whatsoever, to be sold for profit.
All items (1)