Post by Phsycodelic on Nov 22, 2016 20:55:27 GMT
Vicissitude
Tzimisce
Tzimisce
The wielder must establish skin-to-skin contact and must often manually sculpt the desired result for these powers to take effect. This also applies to the use of the power on oneself. Tzimisce skilled in Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.
There are rumors that Vicissitude is a disease rather than a "normal" Discipline, but only the Fiends know for sure, and they aren't talking.
Note: Nosferatu always "heal" Vicissitude alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Vicissitude. The same applies to physical deformities from the Gangrel Clan weakness.
Vampires who wish to use Vicissitude well often specialize their knowledge of Medicine in an art known as Body Crafts. This specialization enables its possessor to make all manner of alterations to living and dead flesh and bone. It also gives insight into more mundane techniques; many Tzimisce are skilled at flaying, bone-carving, embalming, taxidermy, tattooing, and piercing.
[ 1 ] Malleable Visage ( Vampire: The Masquerade 20th Anniversary Edition - Page 241 )
A vampire with this power may alter her own bodily parameters: Height, build, voice, facial features, and skin tone, among other things. Such changes are cosmetic and minor in scope - no more than a foot (30 cm) of height gained or lost, for example. She must physically mold the alteration, literally shaping her flesh into the desired result.
System: The player must spend a blood point for each body part to be changed, then roll Intelligence + Medicine (difficulty 6). To duplicate another person or voice requires a Perception + Medicine roll (difficulty 8), and five successes are required for a flawless copy; fewer successes leave minute (or not-so-minute) flaws. Increasing one's Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one.
[ 2 ] Fleshcraft ( Vampire: The Masquerade 20th Anniversary Edition - Page 241 )
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 their servitors into monstrous guards, the better to frighten foes. Only flesh (skin, muscle, fat, and cartilage, but not bone) may be transformed.
System: After spending a blood point, the vampire must grapple the intended victim. The player of the Flescrafting vampire makes a successful Dexterity + Medicine roll (difficulty variable: 5 for a crude yank-and-tuck, up to 9 for precise transformations). A vampire who wishes to increase another's Appearance Trait does so as described under Malleable Visage; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases or reduces the Attribute by one. A vampire may use this power to move clumps of skin, fat, and muscle tissue, thus providing additional padding where needed. For each success scored on a Dexterity + Medicine roll (difficulty 8), the vampire may increase the subject's soak dice pool by one, at the expense of either a point of Strength or a health level (vampire's choice).
[ 3 ] Bonecraft ( Vampire: The Masquerade 20th Anniversary Edition - Page 241 )
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 practitioner 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.
System: The vampire's player must spend a blood point and make a Strength + Medicine roll (difficulties as above). Bonecraft may be used without the fleshshaping arts, as an offensive weapon. Each success scored on the Strength + Medicine roll (difficulty 7) inflicts one health level of lethal damage on 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." If bone spikes are used, the vampire or victim takes one health level of lethal damage (the vampire's comes from having the very sharp bone pierce through his skin - this weaponry doesn't come cheaply). In the case of quills, the subject takes a number of health levels equal to five minus the number of successes (a botch kills the subject or sends the vampire into tor). These health levels may be healed normally. Knuckle spikes inflict Strength +1 lethal damage. Defensive quills inflict a hand-to-hand attacker's Strength in lethal damage unless the attacker scores three or more successes on the attack roll (in which case the attacker takes no damage); the defender still takes damage normally. Quills also enable the vampire or altered subject to add two to all damage inflicted via holds, clinches, or tackles. A vampire who scores five or more successes on the Strength + Medicine roll may cause a rival vampire's rib cage to curve inward and pierce the heart. While this does not send a vampire into tor, it does cause the affected vampire to lose half his blood points, as the seat of his vitae ruptures in a shower of gore.
[ 4 ] Horrid Form ( Vampire: The Masquerade 20th Anniversary Edition - Page 242 )
Kindred use this power to become hideous and deadly monsters. The vampire's stature increases to a full eight feet (two and a half meters), the skin becomes a sickly greenish-gray or grayish-black chitin, the arms become apelike and ropy with ragged black nails, and the face warp into something out of a nightmare. A row of spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.
System: The Horrid Form costs two blood points to awaken. All Physical Attributes increase by three, but all Social Attributes drop to zero, except when dealing with others also in Horrid Form. However, a vampire in Horrid Form who is trying to intimidate someone may substitute Strength for a Social Attribute. Damage inflicted in brawling combat increases by one due to the jagged ridges and bony knobs creasing the creature's hands.
[ 5 ] Bloodform ( Vampire: The Masquerade 20th Anniversary Edition - Page 242 )
A vampire with this power 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, or establish blood bonds. If all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.
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 each. 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 missing 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 ooze along, drip up walls, and flow through the narrowest cracks, as though she were in Tenebrous Form. Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary, although the vampire can perceive her surroundings just fine (but the perceptions are always centered on the largest pool of blood). If a vampire in this form "washes" over a mortal or animal, that mortal must make a Courage roll (difficulty 8) or fly into a panic.
[ 6 ] Blood Of Acid ( Vampire: The Masquerade 20th Anniversary Edition - Page 243 )
At this level of mastery, the vampire has converted his blood to a viscous acid. Any blood he consumes likewise becomes acid, which is corrosive enough to burn human (and vampiric flesh) as well as wood. This effect is particularly potent when the vampire assumes the Bloodform. One of the side effects of this power is the complete inability to create new vampires and ghouls, or give blood to another vampire - the acid would corrode them as they drank it. The obvious benefit, however, is that would-be diablerists are likewise unable to devour the Cainite's blood.
System: Each acidified blood point that comes in contact with something other than the vampire himself does five dice worth of aggravated damage. If the vampire is injured in combat, his blood may spatter on an opponent - foes must make Dexterity + Athletics rolls to avoid the blood, which must be accomplished by splitting their dice pools. (Unless an opponent knows the vampire has this power, she's unlikely to split her dice pool on her first attack, which causes many Tzimisce to cackle with glee.)
[ 6 ] Body Arsenal ( XXX - Page X )
The vampire can use her own body to create weapons. The vampire can manifest claws similar to the Protean ability Feral Claws, but this power goes far beyond that. It can create knives, swords, clubs, whips and most other melee weapons the vampire can imagine (no projectiles). The attack and damage number s are identical to those of regular weapons, but the damage caused is aggravated.
[ 6 ] Chiropteran Marauder ( Vampire: The Masquerade 20th Anniversary Edition - Page 242 )
Similar to Horrid Form, the Chiropteran Marauder is a terrifying, bipedal bat, bearing a wickedly 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 of the marauder is enough to make mortals or weak-willed vampires flee in horror.
System: The vampire gains all the effects of the Horrid Form. Further, the Marauder's fluted wings allow flight at 25 mph (40 kph), during which the vampire may carry, but not manipulate, objects no larger than it can hold in its hands. If the player chooses to, she may make a Strength + Medicine roll (difficulty 6) to extend bony claws at the ends of the vampire's wings. These claws inflict Strength +2 aggravated damage. Also, the vampire subtracts two from all hearing-based Perception rolls (though he adds one to vision- based Wits and Perception rolls). Assuming the mantle of the Chiropteran Marauder costs three blood points.
[ 6 ] Ecstatic Agony ( Lore Of The Clans - Page 241 )
Prerequisite: Tzimisce
Pain is transformative. Pain awakens primal potential in the tortured flesh. A Fiend with this ability delights in every slash of the blade and caress of bullet, transmogrifying agony into physical prowess and incredible displays of Caine's Gifts.
System: After spending two Willpower points, the character becomes empowered by pain. Add his wound penalties to all non-reflexive actions involving a Physical Attribute or use of a Discipline. As the character heals, this bonus wanes. Treat Incapacitated and Final Death normally. This power lasts for one scene.
[ 6 ] Entrail Saraband ( XXX - Page X )
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 unsoakable lethal damage as his bowels burst out through his abdomen. For each dot of Stamina the vampire possesses, he gains one additional die to perform actions such as grappling, striking, etc. However, these dice can only be used to perform extra actions, not add to existing Dice Pools.
[ 6 ] Graft Life To Life ( XXX - Page X )
With normal Vicissitude, a Tzimisce may take the arm from one person and graft it to another, but the recipient is unable to control the arm and it soon begins to decay. With this power, the user may take body parts from living creatures and graft them on to others, living or undead, and allow for the recipient to use the new limb. Exceptionally monstrous and disturbing creatures can be created with this power or one may graft extra organs into others, allowing them to function longer while wounded.
System: Removing a limb requires an Intelligence + Body Crafts roll (difficulty 6). Extracting an organ is an extended Intelligence + Body Crafts roll (difficulty 7), with 10 successes required and each roll representing an hour of work. The process of grafting must then begin within an hour, or the limb or organ dies. Attachment is an extended roll of Intelligence + Body Crafts (difficulty 7), requiring 10 successes and each roll representing half an hour's work. Attaching an appropriate limb, such as a human arm to a human, is difficulty 7. Attaching an inappropriate limb, such as horse legs to a human, is difficulty 8. Inserting organs is difficulty 9. Attaching limbs to a vampire is somewhat easier (difficulty 6). Theoretically, one could put organs inside a vampire, but this has no effect.
The effect of attaching extra limbs is entirely up to the Storyteller. Extra arms might help in grappling and multiple attacks and extra legs might aid stability, but the main effect is generally freakishness rather than effectiveness, since coordinating the extra limbs is very difficult. Extra organs grant the recipient an additional Wounded health level per organ, though a maximum of two can be grafted.
[ 6 ] Living Testudo ( XXX - Page X )
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 Fiend must have a Strength of 5 - through any combination of nature, vitae and/or Potence - to use this power. The testudo-to-be must be immobilized and her back bared. The Tzimisce then makes a Dexterity + Crafts (Body) roll (difficulty 8) to lay open the victim's back. 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 her point of death (at this point, the victim is too mangled and tattered to provide further protection). Furthermore, while the victim lives, the Tzimisce can make a Dexterity + Crafts (Body) roll (difficulty 7) to form the "shield" into an offensive weapon – for example, forming spikes from the victim's rib cage, making a whip or a noose from the victim's skin, etc. Each weapon formed inflicts one Health Level of damage on the victim and creates an appropriate weapon (i.e., ribcage spikes might inflict Str + 1 lethal damage, while a skinwhip would inflict Str -1 bashing damage and possibly entangle an opponent, etc.).
[ 6 ] Plasmic Form ( XXX - Page X )
This power is similar to Bloodform, but its user can manipulate the blood once it has been created. He can move any or all of the blood, and can thus travel through cracks, under doors, etc. The vampire is immune to all attacks other than fire or sunlight while in this form. The vampire can travel as a pool of red liquid or appear completely normal except for the red coloration (although he will still be a mass of blood held in bipedal form by surface tension). The vampire in the liquid state 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 will not be able to hit anyone, drink blood, or engage in any other physical activity. The vampire may use mental Disciplines in this form unless they require eye contact.
[ 6 ] Skin Trap ( XXX - Page X )
This power enables the vampire to slough off a layer of his epidermis and use it as a fleshy snare. Victims may be bound, blinded or even suffocated in the skin-sac.
System: The vampire may automatically shed a layer of skin, but must make a Stamina + Firearms roll (use normal firearms complications) to target his victim. If the vampire hits, the victim is trapped in the folds of flesh and may take no action until she frees herself (Strength, difficulty 7; victim must score a number of successes equal to the vampire's Stamina). Additionally, if the vampire scores three or more successes on the attack roll, he has targeted the victim's face, blinding her and (if the victim breathes) cutting off her oxygen supply.
Each time this power is used, the vampire's soak Dice Pool decreases by one until he spends a Blood Point to regenerate the skin layer. If this power is used three 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, he must make a Stamina roll (difficulty 7) or suffer one Health Level of unsoakable lethal damage as cracks and lesions riddle his skin.
[ 6 ] The Flaying ( XXX - Page X )
The power has helped many a Fiend hold onto his domain. Normally, it is very difficult to effect precise duplication of a specific person through Vicissitude. With this grisly power, however, a Tzimisce may "graft" the skin of a flayed victim to his own, enabling the Fiend to pose as the skinned person. In this manner many Tzimisce infiltrate the halls of the mighty.
System: The Tzimisce first uses Vicissitude (and perhaps a sharp knife or two) to flay the victim, then evokes this power while naked and wrapped in the victim's bloody skin. The skin "grafts" onto the Fiend's own, thus granting an automatic Vicissitude duplication (no roll required). The Fiend may maintain the stolen shape as long as he likes.
Once the shape is discarded, the victim's skin peels away and the power ends. However, the Tzimisce can maintain a "catalog" of "imprinted" shapes (a number equal to Intelligence, or an infinite number if the Tzimisce has the merit of Eidetic Memory). An "imprinted" shape may be assumed with five minutes' effort and a simple Dexterity + Crafts (Body) roll (difficulty 6).
[ 7 ] Cocoon ( Vampire: The Masquerade 20th Anniversary Edition - Page 243 )
The Cainite can form an opaque cocoon from blood and other fluids excreted from her body. The cocoon hardens after a few moments, turning into a tough, white shell. This cocoon provides considerable protection to the vampire, even shielding her from sunlight and, to a limited degree, fire.
System: A vampire may only cocoon herself, and the process takes 10 minutes. Additionally, creating a cocoon costs three blood points. The cocoon offers complete protection from sunlight, and provides a number of dice of soak equal to twice the vampire's unmodified Stamina against all damage, aggravated or otherwise. It lasts as long as the Cainite wishes, and she may dissolve it at her whim, emerging from a pulpy, bloody paste. A vampire contained within a cocoon may still use mental Disciplines that do not require eye contact or other conditions to be met.
[ 7 ] Flesh Rot ( XXX - Page X )
The vampire can cause a disease similar to advanced leprosy in anyone whom he touches, be the victim Kindred or kine. The horrific nature of this disease causes most who see the victim to flee in disgust, and none but the victim's closest companions will willingly associate with her.
System: The severity and duration of the disease is based on a Stamina + Medicine roll (difficulty 9). It takes one day for the disease to progress through each level of success, up to the maximum rolled. So, if three successes were rolled, on the first day the victim would lose one point of Stamina. On the second day, the person would lose another point of Stamina. On the third day, the victim would lose another point of Stamina, one point of Strength, and one Health Level. All changes are permanent.
Victim loses one point of Stamina.
Victim loses the above, plus an additional point of Stamina.
Victim loses the above, plus another point of Stamina, one point of Strength, and one Health Level.
Victim loses the above, plus another point of Strength, one point of Dexterity and another Health Level.
Victim loses the above, plus an additional Health Level.
Successes | Result |
1 | Can distinguish only the shade (pale or bright). |
2 | Can distinguish the main color. |
3 | Can recognize the color patterns. |
4 | Can detect subtle shifts. |
5 | Can identify mixtures of color and pattern. |
[ 7 ] Impaler's Fence ( XXX - Page X )
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.
System: The vampire grasps her victim and rolls Strength + Medicine (difficulty 8); this roll is resisted by the victim's Stamina (difficulty 8). If the vampire succeeds, the victim takes (10-Stamina) Health Levels of lethal damage; Fortitude does not help resist this damage. Furthermore, the victim is considered horribly encumbered (minus three to Dexterity).
It can be assumed that mortals who suffer this self-impalement die shortly even if the initial damage does not kill them.
[ 7 ] Kraken's Kiss ( Lore Of The Clans - Page 241 )
Prerequisite: Tzimisce
The Fiend's face erupts into a mass of tentacles, a foot in length and similar to that of a squid. These tentacles can be used to grasp and constrict a foe. Moreover, in place of a squid's suckers are rows and rows of fanged, drooling mouths, permitting incredibly rapid blood drain.
System: The vampire spends a Willpower point and rolls Stamina + Medicine (difficulty 8). Success enables formation of the tentacles with no loss of sensory abilities. The tentacle mass can be used in melee (difficulty 5; Strength +2 lethal damage). A successful hit indicates a grab. Feeding begins on the same turn as the initial grab, and for each success scored on the attack roll, one additional blood point can be drained from the victim each turn, as dozens of mouths bite and suck. To break the grip, the victim must score three more successes than the vampire in an extended contest of Strength.
[ 7 ] Transcend The Flesh ( XXX - Page X )
Initiates to the Road of Metamorphosis knows that the body is irrelevant and can be commanded by a sufficiently strong will. Transcend the Flesh allows the user to exert such delicate control over her body as to expel anything unwanted that might be in her body, be it a stake, a sword in her belly or a poison in her blood. With extreme effort, the user may even walk through solid walls.
System: Expelling large objects, such as a spear in the gut, simply requires a roll of Perception + Body Crafts (difficulty 6). Cleansing oneself of minor object imbedded in the flesh or impurities in the blood is difficulty 7. Purging a poison requires the expenditure of a blood point (which is then vomited up along with the poison) and is difficulty 8. Excising a stake is immensely difficult, requiring a Willpower point and an extended roll of Stamina + Body Crafts (difficulty 8), with each roll representing 30 minutes and 10 successes required. Without any expenditure, however, the character can actually move while staked. This is not real movement per se, but simply flesh- and bonecrafting oneself slowly into a new position. Such movement is exceptionally slow, but within a few hours a character should able to move her arm enough to pull out the stake. Walking through a wall or other solid object requires a minute in absolute concentration, the expenditure of a Willpower point and a Willpower roll (difficulty 8). This also results in a naked Tzimisce, unless the clothing he wears is made from living tissue.
[ 8 ] Bauble ( XXX - Page X )
This power allows the vampire to turn into an unliving object ranging in size from a small gem to an object of the vampire's normal size. This power can transform the vampire into either a natural or an artificial object. The vampire has all the physical properties of the object, but retains his own mental capacity, including the use of this Discipline and all non-physical Disciplines. The vampire may be easily transported, though sunlight still inflicts damage. Unfortunately, the vampire's aura will still be visible.
[ 8 ] Breath Of The Dragon ( Vampire: The Masquerade 20th Anniversary Edition - Page 243 )
The vampire becomes like one of the terrible draculs of the Old World, able to exhale a deadly gout of flame. This flame does not hurt the vampire himself, though he may become trapped in flames if it engulfs flammable objects.
System: The flaming cloud affects a six-foot area, doing two dice of aggravated damage to anyone in the flames' circumference. This fire may cause combustible items to ignite, and it may ignite victims who suffer fire damage as per the fire rules.
[ 8 ] Oathbreaker ( Anarchs Unbound - Page 111 )
Prerequisite: Anarch
What greater oppression exists than the hated blood bond, so callously employed by the elders to bring their headstrong childer to heel? A symbol of the vast abuses of the War of Ages, blood bonds represent the ultimate tyranny: The subjugation of the self and the denial of freedom to make one's own way.
An enterprising Tzimisce discovered - or perhaps rediscovered - the secrets of shattering the blood bond over eight centuries ago, which played no small part in touching off the Anarch Revolt. With but a word, the Tzimisce could release a vampire from the shackles of the blood bond. And given the strange properties of Tzimisce vitae, this potential sometimes passed on to Cainites who didn't belong to the clan, especially after partaking of the Vaulderie cup with one of the fiends.
Needless to say, this is certainly a fool's bargain, but it is important for two reasons. First, the power of Oathbreaker is so rare that tales of its duplicity exist, and in fact form some of the legendry of the Anarch Revolt itself. Second, some suspect that this power provided the basis for the ritus that became the Vaulderie. It is a historical curiosity, to be sure, but every now and then, some powerful Tzimisce or other Cainite afflicted with Vicissitude manages to dupe a reckless and desperate Lick into emancipating himself with tainted blood. Better to have the fool bonded, even if imperfectly, to oneself than to the true lord of the dom.
System: The vampire spends a blood point and a Willpower point and imbues her blood with the ability to suborn blood bonds. Each blood point creates one draught's worth of blood that can be consumed in this way, and it retains this property for one night before it becomes dead and inert. The vampire who consumes the blood feels an immediate cessation of any blood bond that exists.
This freedom graces the vampire for one month and one night, whereupon the Kindred who activated the power may spend a Willpower point and replace the suborned (but true) blood bond with an illusory blood bond to herself. This replacement blood bond lasts for one night. Alternatively, she may spend ten Willpower in a single scene and sustain the illusory bond for one year and a night.
If the vampire replacing the bond chooses not to spend the Willpower point at the point when it would normally be renewed, the original blood bond returns, and the false one ceases immediately.
[ 8 ] Will Over Form ( XXX - Page X )
Those who have yet to attain this level of Vicissitude are still bound by proximity when using Vicissitude - they must touch and sculpt in order to use the Discipline. A sufficiently enlightened Tzimisce can exert the same level of control with her mere thoughts.
System: A Cainite with Will over Form can use any Vicissitude power without touching - simply seeing the target is enough. If the character wishes to use Vicissitude on herself, only concentration is necessary. Will over Form even allows for Vicissitude to be used through the Auspex power Clairvoyance or various Koldunic Sorcery effects. In this case, however, a point of Willpower must be spent and all effects are at +1 difficulty.
[ 9 ] Doppleganger ( XXX - Page X )
This power allows the vampire to assume any form imaginable, as long as it is not less than half or more than twice the mass the vampire normally possesses. The vampire may or may not be able to use certain Disciplines, based on the form chosen (left to Storyteller's discretion). The vampire cannot gain any new Disciplines by using this power, but can increase natural Attributes and natural Abilities (again, the nature of these increases is left in the Storyteller's hands).
System: No roll is required for the vampire to make the change, but a Blood Point must be spent. Note that if the vampire takes a form which would by its nature inflict damage to her, such as fire, she will suffer that damage normally.
[ 9 ] Earth's Vast Haven ( Vampire: The Masquerade 20th Anniversary Edition - Page 243 )
This power, developed in the nights when the Tzimisce were the terrible masters of Eastern Europe, allows the vampire to sink into and disperse himself through the ground. Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into the ground; nothing short of a wide-area explosion can affect him, and he may not be dug up bodily. In addition, from sunset to sunrise, the vampire may see and hear everything happening in his environment through his mystical connection to the land. The mere fact that this power exists terrifies many Tzimisce, who are secretly unsure of whether or not the diablerie of their Antediluvian was successful.
System: This power costs six blood points to activate, and it lasts as long as the vampire wishes to remain contained within the soil. As per the Cocoon, the vampire may use mental Disciplines that do not require physical solvency or eye contact. He may communicate mentally with anyone who wanders into the area under which he rests.
[ 9 ] Perfect Essence ( XXX - Page X )
A Tzimisce with this power has near-perfect control over her blood and body. She uses her vitae more efficiently than ever before (and thus need not feed as often) and can alter herself without so much as lifting an arm. The Metamorphosists strive for this state, but only Methuselahs are thought to be able to achieve it.
System: Perfect Essence allows for impressive effects. First and foremost, any blood spent to heal, power Disciplines or boost Physical Attributes counts double. All vitae taken from a mortal victim also counts double; each blood point taken counts as two added to the character's pool. In addition, the character automatically detects any special substances or effects in blood she consumes (such as the Quietus power Ripples of the Heart) and may choose not to be affected by it. Any supernatural effects that seek to control or alter the character's blood are at +3 difficulty, and if an opposed roll is allowed, the player gains three additional dice. Finally, drinking or draining the character’s blood is impossible unless she is in torpor, and even then an opposed Willpower roll must first be made.
The character also has an exceptional level of control over her own body. She need no longer touch herself to use Fleshcraft and Bone Craft. In addition, she may have the effects of these applications manifest themselves in a single turn, simply by concentrating and making the appropriate roll.
[ 10 ] Reform Body ( XXX - Page X )
This is the ultimate power of Vicissitude. It allows the vampire to reform his body after it has been destroyed. 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. The vampire may not be able to reform his body to its prior appearance, but may come very close.