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Post by Marth on Jun 6, 2006 23:41:21 GMT -5
CRT+F will be Your Friend here, simply enter the name of the Discipline, and keep hitting find next.
Animalism
Level 1 • Feral Whispers
Roll: Man. + Animal Ken, difficulty 6 With eye contact, the vampire may communicate with an animal, and request favors... if the animal feels like listening. No roll is needed for communication.
Level 2 • Beckoning
Roll: Cha. + Survival, difficulty 6 By making an animal call, the vampire can summon animals of a particular species who can hear her call. However, she can only call one species at a time. A call can not be retracted. 1 suc. One animal responds. 2 suc. A quarter of the animals in range respond. 3 suc. Half of the amimals in range respond. 4 suc. Most of the animals in range respond. 5 suc. All of the animals in range respond.
Level 3 • Quell The Beast
Roll: Man. + Empathy/Intimidation, difficulty 7 Demand: successes = Willpower or more The vampire may steal the Beast of an animal or mortal, pacifying it. A botch indicates that that target becomes permanently immune to Song of Serenity from that vampire. Someone who has no Beast may not use or regain Willpower, and slowly becomes more and more apathetic and incapable of creative thought, until their Beast is returned.
Level 4 • Subsume The Spirit
Roll: Man. + Animal Ken, difficulty 8 With eye contact, the vampire may possess an animal, but goes into torpor in so doing. Less than three successes means that willpower points must be spent if an act is against an animal’s instincts. 1 suc. Successful possession of the animal. 2 suc. As above. Also, Auspex can be used. 3 suc. As above. Also, Presence can be used. 4 suc. As above. Also, Dominate, Dementation can be used. 5 suc. As above. Also, Thaumaturgy, Necromancy, and Chimerestry can be used. This occasionally leads to the vampire retaining some instincts of the animal; a roll of Wits + Empathy, difficulty 8, may be required for the vampire to reclaim her mind afterward.
Level 5 • Drawing out the Beast
Roll: Man. + Self Control, difficulty 8 The vampire may transfer her Beast to someone else, who will frenzy instead of her. 1 suc. The Beast is transferred to an unintended target. 2 suc. The Beast is transferred, but the vampire is exhausted, and gets no actions the next turn. 3 suc. The Beast is transferred to its intended target. If the victim leaves while in frenzy, the vampire’s Beast will be left within the victim, and she may have to go to some lengths to regain it. In the meantime, she may not use or regain Willpower, is incapable of frenzy, and slowly becomes more and more apathetic and incapable of creative thought, until she regains her Beast. The victim is affected in the opposite way.
Auspex
Level 1 • Heightened Senses
The vampire can sharpen any or all of her senses, at will, for as long as she wants. However, traumas caused by sensory overload (IE very bright lights, loud noises, etc) while in this state last much longer. How this comes into play is decided by the Storyteller, who may describe details more fully. The vampire will also sense things that she would otherwise not sense, that might be important. How this danger sense is used is up to Storyteller whim.
Level 2 • Aura Perception
Roll: Per. + Empathy, difficulty 8 The vampire may read the aura of another. If the vampire attempts a second reading on anyone, treat any failure as a botch (a wildly inaccurate reading). Conditions contributing to aura colors, and their corresponding effects, are in the chart below. 1 suc. The vampire can tell if the aura is pale or bright, IE vampire or otherwise. 2 suc. The predominant color can be distinguished. 3 suc. Patterns can be recognized. 4 suc. Shifts in color or pattern can be detected. 5 suc. All aspects of the aura can be read.
Level 3 • The Spirit’s Touch
Roll: Per. + Empathy, difficulty XXX The vampire may touch an object, and get psychic impressions of the last one who touched it.
Level 4 • Telepathy
Roll: Int. + Subterfuge, difficulty Willpower The vampire may read a target’s mind. If the target is a vampire, a willpower point must also be spent. The thoughts perceived are in a stream-of-consciousness form, which reflects that reading minds is usually easier than understanding what is being read.
Level 5 • Psychic Projection
Roll: Per. + Occult, Difficulty XXX The vampire may leave her body, and travel in astral form. In this state, she may travel up to 500 miles per hour, connected to her physical body by a silver cord. The integrity of this cord is reflected by the number of willpower points she has; if she goes down to zero willpower points, this cord breaks, stranding her in the astral plane. In this state, the vampire may use mental disciplines, but may not interact with physical reality, except that she may manifest as a ghostly form for one turn by spending a willpower point. Otherwise, she is nearly imperceptible in physical reality (except to those with Auspex, Mind 2, etc.). Due to the lack of a physical body, Wits replaces Dexterity, Manipulation replaces Strength, and Intelligence replaces Stamina. All damage causes loss of willpower points, rather than Health levels.
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Post by Marth on Jun 6, 2006 23:41:58 GMT -5
Celerity
Invoking Celerity requires one to spend a single blood point.At the beginning of the next round, whoever activated Celerity gets their Celerity rating in additional Physical Based actions, at the END of the round. These Actions cannot be split into further actions.
Level 1 You gain one additional action at the end of the next round.
Level 2 You gain Two additional actions at the end of the next round.
Level 3 You gain Three additional actions at the end of the next round.
Level 4 You gain Four additional actions at the end of the next round.
Level 5 You gain Five additional actions at the end of the next round.
Chimerestry
Level 1 • Ignis Fatuus
By spending a willpower point, the vampire may create a static illusion involving one sense. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
Level 2 • Fata Morgana
By spending two willpower points, the vampire may create a static illusion involving all senses. She must be able to sense it to be able to create it, or sustain it. If it is revealed to be an illusion, it disappears.
Level 3 • Apparition
Having created an illusion, the vampire may spend a blood point to make it move. This movement is limited to a specific pattern, and may not be changed once she has stopped concentrating on the illusion.
Level 4 • Permanency
Having created an illusion, the vampire may spend a blood point to cause it to remain for as long as she is in the general vicinity, even if she can no longer sense it.
Level 5 • Horrid Reality
Roll: Man. + Subterfuge, difficulty 6 Resist: Per. + Self-Control, difficulty 6 The vampire may create illusions, as described above, and use them to "injure" a victim. Each success represents one level of damage. The vampire may announce (to the Storyteller) ahead of time that she only wishes to inflict a certain amount of damage. A victim may not be killed in this fashion, but she will still be subject to wound penalties for as long as she believes herself to be injured. The difficulty to use this power is 8 if the vampire is inflicting aggravated "damage".
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Post by Marth on Jun 6, 2006 23:42:17 GMT -5
Dementation
Level 1 • Passion
This makes the victim feel more emotional about everything. Whatever the victim currently feels is doubled or tripled in intensity. The vampire has no control over exactly what the person feels. This power may even work on other vampires.
System: The duration of the power is based upon the number of successes the vampire rolls using Charisma + Empathy (difficulty of the victim's Humanity or Path of Enlightenment score).
1 success One Turn 2 successes One Hour 3 successes One Night 4 successes One Week 5 successes One Month
Level 2 • The Haunting
The vampire is able to induce hallucinations within the victim's peripheral vision. The images appear to be fully real, but they can only be seen for a second or out of the comer of the eye. The victim will have a hard time convincing others of what she sees. The vampire causing this effect has no control over what the victim sees. The unnerving effects from the use of this power can last from one night to months. The effects occur sporadically but mostly at night, and usually when the person is alone. They usually take the form of the victim's subconscious fears, but the Storyteller should let his imagination run free when describing them.
System: The vampire rolls his Manipulation + Subterfuge (difficulty equal to the victim's Perception + [Self-Control or Instincts]).
l success One Night 2 successes Two Nights 3 successes One Week 4 successes One Month 5 successes Three Months
Level 3 • Eyes of Chaos
This unusual power allows the vampire to see another individual's true Nature. It also allows the vampire to perceive insanity and know how to bypass it when dealing with an unstable person. The vampire also possesses the ability to see patterns of insanity not immediately apparent to even the most perceptive individuals.
System: The vampire can see a pattern by making a Perception + Occult roll (difficulty based on the intricacy of the pattern. For instance: figuring out a person's Nature upon meeting him would be a 10, figuring it out after knowing him for a while would be an 8, discovering the modus operandi of a serial killer who shows no motive and leaves no evidence would be an 8, a secret code within a code would be a 7, and pictures formed in the sands on a beach by the tide require a 5). Nearly anything can contain several obscure patterns imperceptible to vampires without this power. Most patterns will have no meaning, but they may captivate the vampire for hours with their forms.
Level 4 • Voice Of Madness
By merely addressing his victums aloud, the Malkavian can drive targets into fits of blind rage or fear, forcing them to abandon reason and higher thought.
System: The player spends a blood point and makes Manipulation + Empathy roll (Diff 7). One target is affected per success, although all potentional victums must be listening to the vampire's voice. Affected victums fly immediately into frenzy or blind fear like Rotschreck. Kindred may make a frenzy check at +2 Diff to resist this power. The Frenzy lasts for a scene. The Vampire using Voice of Madness must also test for frenzy upon invoking this power, althought his difficult to resist is one lower than normal.
Level 5 • Total Insanity
This power allows the vampire to drive her victim (mortal or vampire) insane. The victim completely loses her sanity, taking on five Derangements of the Storyteller's choice. The victim must be completely focused on the vampire for this power to have any effect.
System: The number of successes the vampire scores on a Manipulation + Intimidation roll (difficulty equal to the victim's Willpower rating) determines how long the effects last.
1 success One Turn 2 successes One Night 3 successes One Week 4 successes One Month 5 successes One Year
Dominate
Level 1 • Command Roll: Man. + Intimidation, difficulty Willpower With eye contact, the vampire may give a one-word command to a target. This command may only be one word, but it may be used with slight emphasis in a sentence, to hide it. This command is obeyed instantly, unless it is ambiguous, in which case temporary confusion ensues.
Level 2 • Mesmerize Roll: Man. + Leadership, difficulty Willpower The vampire can give commands to a target, which may be as simple or detailed as desired. Eye contact must be maintained throughout the command, but is not necessary once the command has been given. 1 suc. The target will not act in defiance of her nature, or her usual behavior, but she is otherwise obedient. 3 suc. The target can be made to act in ways that she otherwise wouldn’t, except in the case of self-endangering behavior. 5 suc. Nearly any command may be given, Storyteller nimdyd excepted.
Level 3 • The Forgetful Mind Roll: Wits + Subterfuge, difficulty Willpower With eye contact, the vampire can alter her target’s memories. 1 suc. The vampire may cause limited memory loss lasting a day, with control over which memories are lost. 2 suc. The vampire may cause more permanent memory loss. 3 suc. The vampire may make slight alterations to her victim’s memory. 4 suc. The vampire may alter or remove an entire scene from her victim’s memory. 5 suc. The vampire may reconstruct entire periods of a victim’s life.
Level 4 • Conditioning Roll: Cha. + Leadership, difficulty Willpower The vampire may add to the number of successes she has accumulated in someone she is dominating. Once she has accumulated a number of successes from five to ten times her victim’s Self-Control, the victim will act as if dominated even in the vampire’s absense. Such a victim will continue to obey the vampire, even when not dominated, and the difficulty for all other vampires to try to dominate her is increased by two.
Level 5 • Possession Roll: Cha. + Intimidation, difficulty 7 Resist • Willpower, difficulty 7 With continuous eye contact, the vampire may possess a mortal, but goes into torpor in so doing. Each success by the vampire costs the victim a willpower point. Each success by the victim gives her an extra die the next round. A botch by the vampire makes the victim permanently immune to all Dominate attempts by that vampire. The actual possession (and torpor) occurs when the victim has no willpower points.
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Post by Marth on Jun 6, 2006 23:42:36 GMT -5
Fortitude
Fortitude describes a type of supernatural toughness and vigor which allows Kindred extra advantages in resisting the harm to which their kind is especially vulnerable. All vampires have a powerful constitution, and are able to shrug off the injury inflicted by guns and weapons of all sorts. However, most are very susceptible to sunlight and fire, and are easily harmed by them. Those with Fortitude are not easily bowed by even these elemental forces, and are even more resistant to "normal" injuries.
System: Fortitude provides the ability to resist sunlight and fire to those who possess it. For each level of Fortitude a character possesses, he may roll one die to soak damage from fire and sunlight. Fortitude is also added to a character's ability to soak other wounds.
Obfuscate
Level 1 • Cloak of Shadows
The vampire may be unnoticed by most, by hiding completely motionless in a shadow, or in a place that puts an object (not necessarily an object big enough to hide behind) between herself and others who might see her. No roll is required.
Level 2 • Unseen Presence
Roll: Wits + Stealth, difficulty 6 The vampire may go unseen, and even be subconsciously avoided, by others. No roll is required unless someone is looking for the vampire, or the vampire is moving in an abrupt manner, as during speech or combat.
Level 3 • Mask of the Thousand Faces
Roll: Man. + Performance, difficulty 7 The vampire may assume another appearance. This is only in the minds of others, and often others will see different forms. This power may not usually be used for impersonation. 1 suc. A little different. She could still be picked from a police lineup. 2 suc. A bit more different. Descriptions vary. 3 suc. The desired appearance is successfully broadcast. 4 suc. Appearance, movements, and mannerisms are all radically different. 5 suc. Even race or gender can be altered.
Level 4 • Vanish From the Mind’s Eye
Roll: Cha. + Stealth, difficulty Wits + Alertness Demand: successes = 3 or more The vampire can disappear from view. If more successes are gained than a target’s Willpower, that target forgets that the vampire was even there, if the vampire leaves promptly.
Level 5 • Cloak the Gathering
The vampire can hide one extra target, for each point she has in Stealth, by the use of any Obfuscate power she knows. The roll is made once, and its efficacy is applied to the entire group.
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Post by Marth on Jun 6, 2006 23:43:09 GMT -5
Obtenebration
Level 1 • Shadow Play
By spending a blood point, the vampire can manipulate shadows and dim (but can not extinguish) lights, gaining a one-die bonus in all Intimidation and Stealth rolls.
Level 2 • Shroud of Night
Roll: Manipulation + Occult, difficulty 6 The vampire may cover ten square feet, per success, in a black matter that obscures all light and sound. Most are blind and deaf within it; those with Heightened Senses or Gleam of Red Eyes are not, but lose three dice in relevant pools. If the vampire can not see the area to be blackened, she must spend a blood point, and the difficulty is increased by two.
Level 3 • Arms of the Abyss
Roll: Manipulation + Occult, difficulty 7 The vampire may create dark tendrils. Each success either summons a six-foot shadowy tendril, or increases such a tendril by six feet. Each tendril has Strength 4, Dexterity 3, Brawl 2.
Level 4 • Nightshades
Roll: Wits + Occult, difficulty 7 The vampire may create a circle of moving shadows. Within such a circle, all adversaries, and even all allies who don’t have Obtenebration, suffer a +3 difficulty to initiative rolls, and lose one die from all pools. With one success, this circle is ten feet in diameter. Each additional success adds five feet to the diameter.
Level 5 • Shadow Body
By spending three blood points, the vampire may transform, over three turns, into a shadow. In this state, the vampire may see in absolute darkness, slither through cracks, and is invulnerable to physical attack. The drawback is that Rötschreck rolls are increased in difficulty by one.
Potence
This Discipline defines the superior strength that vampires possess. This additional physical might allows great feats to be accomplished, far beyond what a normal mortal would be able to perform. Potence allows vampires to jump and leap greater distances, lift greater weights, and inflict greater harm upon objects and individuals when they are punched or hit. System: The characters rating in Potence provides her with automatic successes on nearly any strength roll - one automatic success per rating point. Thus she can succeed at most Strength rolls automatically without needing to make a roll at all. In melee and brawling combat, the automatic successes count on the damage roll.
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Post by Marth on Jun 6, 2006 23:43:32 GMT -5
Presence
Level 1 • Awe
Roll: Charisma + Performance, difficulty 7 The vampire can make others attracted to her. Once a target has spent one willpower point for each success, the effect is ignored, and the target can not be affected for the rest of the scene. The number of victims affected is as follows: 1 suc. one person 2 suc. two people 3 suc. six people 4 suc. twenty people 5 suc. everyone in the vicinity
Level 2 • Dread Gaze
Roll: Charisma + Intimidation, difficulty Wits + 3 The vampire can adopt a threatening presence against a victim. In addition to the loss of one die per success on the next action, the victim is affected as follows: botch The victim is immune to all further uses of Presence by the vampire for the remainder of the story. failure All accumulated successes are lost. 1 suc. The victim is cowed. 3 suc. The victim flees in horror. If cornered, she will often adopt the fetal position at the vampire’s feet.
Level 3 • Entrancement
Roll: Appearance + Empathy, difficulty Willpower The vampire may enchant the target, who will seek to please the vampire, of her own free will. The effects last for the following time periods: 1 suc. one hour. 2 suc. one day. 3 suc. one week. 4 suc. one month. 5 suc. one year.
Level 4 • Summon
Roll: Charisma + Subterfuge, difficulty variable The vampire may make another target come to him. The difficulty varies according to how well the vampire knows the target, as follows: dif. 4 The target has previously succumbed to the vampire’s use of Presence. dif. 5 The target is someone the vampire knows. dif. 7 The target is a stranger. dif. 8 The target has previously resisted the vampire’s use of Presence. The effect only lasts for 24 hours, and may therefore have to be repeated. The target will home in on the vampire as quickly as possible, without knowing why, or having to be told where she is, even if the vampire changes location after using this power. The degree of the effect is as follows: 1 suc. The target approaches, but with hesitation. 2 suc. The target approaches, but tentatively. 3 suc. The target approaches. 4 suc. The target approaches with great haste. 5 suc. The target rushes as quickly as possible.
Level 5 • Majesty
Resist: Courage, difficulty Charisma + Intimidation You are almost universally feared and respected. Unless others stop to consider their feelings about you, they are likely to treat you respectfully without conscious thought. Indeed, the very sight of you causes jaws to drop in awe and even the most courageous to fear you. You simply seem so formidable that no one would even consider crossing you, let alone challenging you physically.
Protean
Level 1 • Eyes Of the Beast
The vampire may see in the dark. When she is using this power, her eyes glow red. This change takes one turn to complete.
Level 2 • Feral Claws
By spending one blood point, the vampire may grow one-inch claws on her fingers, which do aggravated damage. This change takes one turn to complete.
Level 3 • Earth Meld
By spending one blood point, the vampire may sink into the ground, gaining shelter from sunlight. This only works on earth; this power may not be used on concrete, asphalt, or even earth under a linoleum floor.
Level 4 • Shape Of the Beast
By spending one blood point over three turns, the vampire can transform into a wolf or a bat. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.
Level 5 • Mist Form
By spending one blood point over three turns, the vampire can transform into a mist. This mist may not be separated by wind, but it can be moved by it, and Potence must be used to resist being blown around. This may also be done by spending three blood over one turn, if the vampire’s generation allows it.
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Post by Marth on Jun 6, 2006 23:43:52 GMT -5
Quietus
Level 1 • Silence of Death
By spending a blood point, the vampire may create a zone of a twenty-foot radius around her, within which no sounds will be heard, and no one will hear anything. She herself will only hear sounds made outside the zone.
Level 2 • Weakness
Roll: Willpower, difficulty Sta. + Fortitude By bringing a point of blood to the palm and touching a victim with it, the vampire may reduce her victim’s Stamina by one. The victim stays in this condition for the duration indicated on the chart.
Level 3 • Diseased
Roll: Willpower, difficulty Willpower By bringing three points of blood to the palm and touching a victim with it, the vampire may reduce each of her victim’s physical attributes by one. The victim stays in this condition for the duration indicated on the chart.
Level 4 • Blood Agony
By coating a bladed weapon of adequate size with her blood, the vampire may use the weapon to inflict aggravated damage. Assume that one blood point is rubbed off each time the blade hits something, whether it does damage or not.
Level 5 • Taste of Death
Roll: Dex. + Firearms, difficulty based on range The vampire may spit blood, at a range of up to ten feet for each dot she has in Strength or Potence, and each blood point so used does two dice of aggravated damage.
Serpentis
1 • Eyes of the Serpent
Roll: Willpower, difficulty 9 The vampire may paralyze anyone with whom she makes eye contact, for as long as eye contact is maintained. This power may be used on mortals without a roll. When the vampire first learns this power, her eyes change into those of a serpent. This is considered a permanent change, though the exact nature of the change varies, and may be detailed by the Player and/or Storyteller.
2 • Tongue of the Serpent
The vampire may change her tongue into that of a serpent, being about eighteen inches long and forked. This tongue can be used to inflict aggravated damage (difficulty 6, Strength damage), or to drink blood. This should be considered equivalent to the Kiss, including the pleasure caused in those on whom it is used.
3 • Mummify
The vampire may enter a form of torpor, in which she is only vulnerable to sunlight and fire, but completely inert. No other damage will affect the vampire in this state. This change takes one turn, and she must taste the blood of another to awaken.
4 • Form of the Serpent
By paying one blood point over three turns, the vampire can transform into a black, poisonous cobra, of about six feet in length. This may also be done by paying three blood over one turn, if the vampire’s generation allows it. In this state, all Perception rolls involving smell are rolled with their difficulties decreased by two, but all Perception rolls involving hearing are rolled with their difficulties increased by two.
5 • Heart of Darkness
The vampire may remove her heart on the new moon, and put it in a clay urn. She may even do this to another vampire, though this takes several hours. For the vampire to whom this is done, it reduces frenzy roll difficulties by two, and makes her unstakeable. If the heart is destroyed, she will die horribly. If the heart is staked, she will enter torpor. This power is automatic, and no rolls are required by its use, but the Storyteller may force Courage rolls to actually go through with it, and may cause mortal onlookers (and possibly even vampiric ones) to violently expectorate recent meals.
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Post by Marth on Jun 6, 2006 23:44:07 GMT -5
Vicissitude
Level 1 • Malleable Visage 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. Increasing one's Appearance Trait is a difficulty 10 and a botch reduces the Attribute by one.
Level 2 • 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 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 above as Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty
Level 3 •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 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 roll (difficulties as above). Bonecraft may be used without the flesh-shaping arts, as an offensive weapon. Each success scored on the Strength + Body Crafts (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 lethal damage, while defensive quills inflict a hand-to-hand attacker's Strength in lethal 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 • 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 Horrid Form 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.
Level 5 • 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; she can use it to nourish 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 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.
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