BASIC
LEVEL 1 Malleable
Visage
By spending a blood point, the vampire may physically
alter her flesh and or voice making minor alterations. Nose larger, growing
webbing between her fingers, making ears pointed, etc. This is permanent
unless changed Vicissitude is used to restore the features. A blood point
is required for each body part. Can also be used to make vampire look like
someone else if the changes aren't too drastic.
LEVEL 2 Fleshcraft
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. Requires one blood point per body part.
INTERMEDIATE
LEVEL 3 Bonecraft
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 as bones will
stretch possibly ripping the skin.
LEVEL 4 Horrid Form
By spending two blood points, in one turn the vampire
may transform into a horrible monster. This form is seven to eight feet
tall with grotesque features, clawlike, seven fingered hands, a row of
bony spines protruding from her vertebrae, a horribly deformed head, huge
muscles and thick blackish-grey skin covered with a slick, black, oily
residue. In this form, the vampire’s hand damage is increased by one due
to the bony knobs and ragged nails, her physical traits are each increased
by three, and her social traits are each reduced to zero.
ADVANCED
LEVEL 5 Blood Form
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. Max 10 blood points. This blood can be left in one place
and used to create a Blood Bond or drank by creator. If all the blood is
ingested, the vampire ceases to exist. If the blood points from one part
of the body has been destroyed then the vampire must spend blood points
equal to what was originally created to regrow that part of the body.
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
but not metal or glass. This is considered a permanent change. The vampire
can not be diablerized, but can no longer embrace a mortal or create ghouls.
Body Arsenal
The vampire may create non-projectile melee weapons from
her flesh -- all of which do aggravated damage. Knives, swords, clubs,
whips, etc.
Plasmic Form
The vampire may transform herself into a sentient fluid,
capable of movement, and holding any shape. This grants immunity to all
attacks but sunlight and fire. The vampire can travel as a pool of red
liquid or appear completely normal except for the red coloration. The vampire
in liquid form can speak and walk normally. The vampire and his body parts
will not really be solid, so while bullets and fists will splash harmlessly
through him, he cannot hit anyone, drink blood or engage in any physical
activity. The vampire may use mental disciplines unless eye contact is
required.
Chiropteran Marauder
Chiropteran Marauder is a terrifying, bipedal bat, bearing
a wicked 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 is enough to make mortals or weak willed vampires flee in horror.
If the vampire wishes, he may extend bony claws at the ends of the wings
where the hands would be. These claws inflict aggravated damage. Costs
3 blood points.
Skin Trap
This power enables the vampire to slough off a layer
of his skin and use it as a fleshy snare. Victims may be bound, blinded,
or even suffocated in the skin-sac. If this is used more than 3 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,
cracks and lesions will riddle his skin.
Entrail Saraband
The vampire with this power may animate his bowels, imbuing
them with manipulative and even combat potential. The writhing entrails
may be used as crude whips, extra limbs or snares, though they lack the
strength to constrict foes. System: The vampire must spend a Blood Point.
The action is automatic, though the vampire takes one Health Level of normal
damage as his bowels burst out through his abdomen. Perform actions such
as grappling, striking, etc.
Living Testudo
The Fiends well remember the effectiveness of the large
shields used by the Roman invaders of their lands. Accordingly, Tzimisce
at war occasionally make use of a similar, though ghastlier, substitute.
Grasping a victim, the vampire uses flesh- and bonecrafting arts to lay
open the victim’s back in such a manner that her vertebrae are exposed.
The vampire then grasps the glistening spinal cord in the manner of a doughty
warrior hefting a shield, and hoists the victim bodily by this makeshift
“handle.” Not only does the victim provide protection against attacks,
but for so long as the victim lives - the Fiend can manipulate the flesh
and bone of the “shield” to provide an arsenal of offensive weaponry.
System: The testudo-to-be must be immobilized and
her back bared. If successful, the victim loses only one Health Level;
if the roll fails, the victim dies hideously and a new shield must be sought.
The Fiend then lifts the screaming, twitching victim into the air, using
her to block attacks as he would a normal shield. Attacks blocked in this
manner inflict damage on the victim, who remains intact until she has suffered
five Health Levels beyond the point of her death (at this point, the victim
is too mangled and tattered to provide further protection). Furthermore,
while the victim lives, the Tzimisce can form the “shield” into an offensive
weapon - for example, forming spikes from the victim’s rib cage, making
a whip or noose from the victim’s skin, etc. Each weapon formed inflicts
one Health Level of damage on the victim and creates an appropriate weapon.
LEVEL 7 Impaler's
Fence
Some powerful Tzimisce use this power to mark the edges
of their demesnes. To activate this power, the Fiend must grasp a victim,
holding them for a full turn. The victim’s spinal cord springs through
the crown of his skull and his anus, generally causing the victim’s death.
Furthermore, the rigid spine-shaft uncoils to a length of 10 feet and (if
the victim stands on soil, earth or other soft material) affixes the victim
to the ground, thereby forming a “stake” or “signpost” of sorts.
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.
Flesh Rot
At a touch, the vampire can inflict a degenerative disease
on a victim that resembles leprosy in Kine or Kindred. 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. It takes
one day for the disease to progress through each level of success.
Kraken's Kiss
With this power, the vampire can warp the skin, cartilage
and bone of her face, elongating it and resolidifying it into a 10 foot
long tentacle similiar to that of a squid. This can be used to grasp and
constrict foes Also in place of squid's suckers are rows and rows of fanged,
drooling mouths, permitting incredible blood drain. The tentacle is vunerable
to attack. When used for feeding it is a stationary target. If the tentacle
is severed the vampire is effectively deprived of all her senses (save
touch) until she regenerates her face.
LEVEL 8 Bauble
The vampire may turn into any inanimate object, her own
size or smaller either natural or artificial. This object still has her
aura, may still use mental disciplines, and may still be destroyed by sunlight.
Breath of the Dragon
The vampire may exhale flames like a flamethrower. Affects
a six foot square area, each hit causes one die of damage and continues
to do until extinguished. The victim can soak damage but must continue
to do so every turn.
LEVEL 9 Doppelganger
The vampire may assume any shape imaginable, 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.
Earth's Vast Haven
The vampire may enter the earth, becoming invulnerable
to any force that short of a wide area explosion can affect her, nor may
she be dug up bodily. The subject is aware of all that occurs above her,
but can not see or hear and can use mental disciplines. 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. She will live forever... like it or not. The
spirit of the vampire is able to take the ashes and rebuild the body. This
may take YEARS, but the vampire is almost indestructible.
Koldunic Sorcery
|