Vicissitude
1 • Changeling
Roll: Intelligence + Body Alteration, difficulty 7
By spending a blood point, the vampire may change one of her physical features
-- anything from the size of her nose, to an animal feature, to her eye color.
The difficulty to use this power to raise Appearance is 10, and a botch reduces
the trait.
Roll: Intelligence + Disguise, difficulty 10
By spending a blood point, the vampire may physically alter her flesh to
look like someone else, with results as follows:
1 suc. She looks a little like the target.
2 suc. She could fool anyone who doesn’t know the target.
3 suc. She looks reasonably like the target. Most people won’t notice there
is one small deviation or two.
4 suc. She’s close. Damn close.
5 suc. She could fool even family or close friends.
2 • Fleshcraft
Roll: Dexterity + Body Alteration, difficulty 7,
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.
3 • Bonecraft
Roll: Strength + Body Alteration, difficulty 7
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.
4 • Horrid Form
By spending two blood points, the vampire may transform into a horrible monster.
This form is about eight feet tall and muscular, with six to eight fingers
on each hand, and has black pus in place of skin. In this form, the
vampire’s hand damage is increased by one, her physical traits are each increased
by three, and her social traits are each reduced to zero.
5 • Inner Essence
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.
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.
6 • Body Arsenal
The vampire may create non-projectile melee weapons from her flesh -- all
of which do aggravated damage.
6 • Plasmic Form
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.
7 • 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.
7 • Flesh Rot
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
The vampire may turn into any inanimate object, her own size or smaller.
This object still has her aura, may still use mental disciplines, and may
still be destroyed by sunlight.
8 • Breath of the Dragon
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.
9 • 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.
| Vicissitude Chart | |||
|---|---|---|---|
| Roll | First | Further... | Derangement roll |
| 1 | 8 exp. | 2 × current | Willpower, difficulty 8 |
| 2 | 7 exp. | 3 × current | Willpower, difficulty 8 |
| 3 | 6 exp. | 4 × current | Willpower, difficulty 7 |
| 4 | 5 exp. | 5 × current | Willpower, difficulty 7 |
| 5 | 4 exp. | 6 × current | Willpower, difficulty 6 |
| 6 | 4 exp. | 6 × current | Willpower, difficulty 6 |
| 7 | 5 exp. | 5 × current | Willpower, difficulty 5 |
| 8 | 6 exp. | 4 × current | Willpower, difficulty 5 |
| 9 | 7 exp. | 3 × current | Willpower, difficulty 4 |
| 10 | 8 exp. | 2 × current | Willpower, difficulty 4 |