Difference between revisions of "Vicissitude"

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Once per night per target, The Tzimisce can spend a Willpower to apply a 5 traits penalty (to any Physicals or Socials) in order to heal a willing target of an aggravated health level. This power restores the form of the kindred but is intensely painful and takes about 10 minutes.  
 
Once per night per target, The Tzimisce can spend a Willpower to apply a 5 traits penalty (to any Physicals or Socials) in order to heal a willing target of an aggravated health level. This power restores the form of the kindred but is intensely painful and takes about 10 minutes.  
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⚫⚫⚫⚫'''Horrid Form'''  
 
⚫⚫⚫⚫'''Horrid Form'''  
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'''Duration:''' One Night
 
'''Duration:''' One Night
  
(Transformation) Every Horrid Form is identical. It is an eight foot tall Geiger-esque insectile monstrosity. Wielder gets -3 social traits to everything but intimidate and the wielder cannot initiate non-intimidate social challenges, including disciplines. Wielder gains +3 physical traits. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.
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(Transformation) Every Horrid Form is identical. It is an eight foot tall Geiger-esque insectile monstrosity. Wielder gets -3 social traits to everything but intimidate and the wielder cannot initiate non-intimidate social challenges, including disciplines. Wielder gains +3 physical traits. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal when brawling above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.
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--------Master Level powers
 
--------Master Level powers
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⚫⚫⚫⚫⚫'''BloodForm'''  
 
⚫⚫⚫⚫⚫'''BloodForm'''  
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'''Duration:''' Until dismissed
 
'''Duration:''' Until dismissed
  
User turns part or all of themselves into a puddle or many puddles of blood. They can turn into a number of blood puddles equal to their current blood pool. When they do this, a part of their body dissolves to make the puddle. A limb is worth a blood point as is the head. The torso is worth 2. Changing blood to body parts and back only requires that they be in contact with each other. The blood functions in all ways as the caster's own blood up to and including the capacity to be drunk by other kindred. The blood can only move at a walk (one step per round) when in blood form. One is immune to all damage that is not fire or sunlight and the user can use all mental disciplines. The blood can move through pipes and tight spaces.
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(Transformation) User turns part or all of themselves into a puddle or many puddles of blood. They can turn into a number of blood puddles equal to their current blood pool. When they do this, a part of their body dissolves to make the puddle. A limb is worth a blood point as is the head. The torso is worth 2. Changing blood to body parts and back only requires that they be in contact with each other. The blood functions in all ways as the caster's own blood up to and including the capacity to be drunk by other kindred. The blood can only move at a walk (one step per round) when in blood form. One is immune to all damage that is not fire or sunlight and the user can use all mental disciplines. The blood can move through pipes and tight spaces.
  
  

Latest revision as of 11:21, 28 October 2023

Vicissitude

The Discipline is known by the Tzimisce. This Discipline grants the user power over flesh and bone. Molding it like a sculptor molds clay. It also gives the user two terrifying forms to choose from.

A monstrous form which is generally used in combat. As well as a blood form, which turns the user into a mobile pool of blood.

Two of the common monstrosities made by this Discipline are Vozhds and Szlachtas.

Vicissitude changes worked on mortals to their benefit must be purchased by the mortal or ghoul in question with experience points or they will revert to normal after a period of one month. Wounds and other permanent flaws damage inflicted with Vicissitude on mortals is permanent.

Wounds and flaws wrought on kindred and ghouls of worse or equal generation to the caster are healed as ag, one level of ag per flaw point or one level of Ag per level of damage. On kindred of superior generation heal the wounds and flaws as lethal damage.

Nosferatu, Samedi, Harbingers and others cursed to their forms cannot be made more attractive with Vicissitude, they can, however, be made to look different.The curse of Caine will not be mocked, but identity can be fluid.

Trait: Mentals Ability: Medicine


Malleable Visage

Challenge: Mentals ( Medicine) vs. 10. Cost: One Blood Duration: Activation is 10 minutes, lasts 1 night

Allows the caster to change the shape of their surface skin. Disguising someone as a specific person is possible. This craft cannot give the caster more social traits than they already possess but can temporarily lower them if they so desire. You can only disguise yourself as a person with equal or lower social traits.


⚫⚫Fleshcraft

Challenge: Physicals (Medicine) if used to attack, or Mentals (Medicine) if used normally Cost: One medicine retest per trait altered Duration: Night/ Month

The Tzimisce learns to do more than just surface work, he learns to reshape the muscles and cartilage under the skin and bend it to his will. Flesh becomes his canvas and his scalpel his paintbrush. There are two ways to use this power.

First, a Tzimisce can spend 10 minutes with a target to alter his face and body. This allows the Tzimisce to add or subtract one social trait from the target. The Tzimisce can add or subtract up to 3 traits from a character.

Second, a kindred can make an attack using Medicine as a retest to remove Social traits from a target. Each attack removes one social trait (max three.) This attack deals no damage to a kindred but one lethal to a mortal. Changes revert after a month.


⚫⚫⚫Bonecraft

Challenge: None Cost: One or Two Blood Duration: Night or Month

The user of this power can spout weapons made from bone from his body. These weapons deal one lethal by default, though a Kindred can spend an additional blood to increase the damage to two lethal. The Kindred can also spend ten minutes with another person and craft these weapons onto them as well. Additional use of bonecraft is required to dismiss the weapons or they will disappear/heal naturally the next night for cainites the next month for humans.

Alternatively, the kindred can make an attack (using Medicine as a retest) to deal two levels of lethal damage to a target as he cracks their bones.

Used in conjunction with fleshcraft this power allows greater alterations to one's form. Height and general body shape can be changed.

Once per night per target, The Tzimisce can spend a Willpower to apply a 5 traits penalty (to any Physicals or Socials) in order to heal a willing target of an aggravated health level. This power restores the form of the kindred but is intensely painful and takes about 10 minutes.


⚫⚫⚫⚫Horrid Form

Challenge: None Cost: Two Blood Duration: One Night

(Transformation) Every Horrid Form is identical. It is an eight foot tall Geiger-esque insectile monstrosity. Wielder gets -3 social traits to everything but intimidate and the wielder cannot initiate non-intimidate social challenges, including disciplines. Wielder gains +3 physical traits. The wielder inflicts lethal damage in brawling combat and does an additional level of lethal when brawling above and beyond whatever their current total might be. The user may dismiss this power at will for no cost.



Master Level powers


⚫⚫⚫⚫⚫BloodForm

Challenge: None Cost: One Will Duration: Until dismissed

(Transformation) User turns part or all of themselves into a puddle or many puddles of blood. They can turn into a number of blood puddles equal to their current blood pool. When they do this, a part of their body dissolves to make the puddle. A limb is worth a blood point as is the head. The torso is worth 2. Changing blood to body parts and back only requires that they be in contact with each other. The blood functions in all ways as the caster's own blood up to and including the capacity to be drunk by other kindred. The blood can only move at a walk (one step per round) when in blood form. One is immune to all damage that is not fire or sunlight and the user can use all mental disciplines. The blood can move through pipes and tight spaces.


⚫⚫⚫⚫⚫ Grant Life to Life

Challenge: None

Cost: None

Duration: Permanent

Allows the kindred to use the Flesh Crafting rules to craft humanoids, animals, and even themselves. Kindred with vicissitude in clan have no use for this power.


⚫⚫⚫⚫⚫ Ephemeral Transformations

Challenge: Mentals (Medicine) vs Physicals (Survival)

Cost: One Blood

Duration: Action

Getting close to a target, the Tzimisce can revert form changes. The Tzimisce must be in arms reach. If the check is successful. All transformation powers that the target has active end immediately. Werewolves revert to human ( or wolf) horrid form, blood form, elemental body, etc all end. Demons lose all Cover and turn to their apocalypse form, etc.