< Quietus | Disciplines

Vicissitude

Level 1 - Purification

The first step to mastery of one's own body is the ability to sense and remove intruders. Mundane poisons, drugs, diseases and toxins are detected as soon as they enter the Tzimisce's body, while magical ones may require additional effort to notice and remove. Once made aware of a contaminant, the vampire can be expel it from their flesh with an effort of will and an expenditure of vitae. The intruding material is consumed by the blood, and becomes a foul, black fluid which is secreted from the vampire's skin like sweat. Many vampires regard the Tzimisce with jealousy, for there are rumors that it is possible to prevent the Blood Bond by neutralizing vitae. ⚠ </br>

System: After learning this ability, the character becomes instantly aware if any mundane substance enters their body. Magical contaminants, such as vitae or the poisons produced by Quietus, can be detected with a Perception + Occult roll (difficulty 8). Cleansing a mundane toxin takes one blood point per dose; the cost is doubled for magical toxins. If this power is used to neutralize vitae, it will not only prevent the Blood Bond, but also prevent any blood points or other effects being gained.⚠ </br> While Purification can remove diseases, poisons and drugs at any point, it cannot nullify Vinculum or Blood Bonds that have already taken effect. Such potent magic is beyond this power once it settles upon the victim.

Level 2 - Lamarckian Adaptation

Adapting their body instantly to any situation, a Tzimisce can trade strength for endurance or flexibility for vigor. Re-arranging their own physical structure, the vampire decides how best their body might serve him at any given time.⚠ </br>

System: The character must roll Willpower (difficulty 7). Each success allows the Fiend perform any of the following actions: temporarily re-allocate 1 dot from one Physical Attribute to another, convert a dot of Dexterity or Strength into an extra Bruised Health Level, or convert a Health Level into an extra die of soak against non-Aggravated damage. These changes last for a scene. If any extra Health Levels contained damage when the power ends, that damage is transferred to the character's normal Health Levels.

Level 3 - Malleable Form

This power grants the ability to manipulate one's own body on a superficial level. Build, voice, facial features and skin tone can all be altered easily. With great skill, it is even possible to impersonate others by mimicking their physical form. Alterations performed with this power are cosmetic only and cannot confer more than a foot of height gained or lost, nor more than a 20 percent shift in size.⚠ </br>

System: Each desired alteration requires one blood point and a Dexterity + Medicine roll (difficulty 6). Duplicating another person's appearance requires at least five successes. This ability can improve one's Appearance, but only temporarily, and only by one point at most. Malleable Form's adjustments last until the next dawn.

Level 4 - Transmogrification

A far more in-depth mastery of one’s physical form than Malleable Form, this power allows drastic and inhuman alterations. Vampires who learn this technique can transform themselves into hideous beasts or gorgeous visions. They can sprout feathers, scales, even additional limbs, organs or biological armor.⚠ </br>

System: The transformations wrought by this power require 2 blood points each, and a Dexterity + Medicine roll (difficulty 7). Transmogrifications can impart the effect of nearly any mundane piece of equipment. Claws can act as knives, or bony plates can replace a bullet-proof vest. Improved eyes can confer the effects of night-vision goggles, while a parachute might be imitated through helium gas bladders or patagia webbing between limbs. These changes will last until the Tzimisce activates Transmogrification again to undo them.

Level 5 - Promethean Clay

No longer limited to modifying their own body, a master of Vicissitude can twist and shape the bodies of others with a mere touch. This power is the stuff of nightmares, but it can also be the making of dreams come true, for it can also remedy long-standing physical deformity.⚠ </br>

System: The process of shaping another being's flesh is slow and painstaking. Promethean Clay is always an extended action; each Dexterity + Medicine roll (difficulty 7) requires 30 minutes and a blood point. Such changes are represented as Physical Merits and Flaws that can be applied to or removed from the Tzimisce's subject. Applying or removing Merits and Flaws requires 1 success for every point the trait desired is worth. If the subject is unwilling, as most are, each Merit or Flaw can be 'healed' as if it were an amount of Aggravated damage equal to its point value. These alterations do not vanish on their own; they last forever if not healed.

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