VICISSITUDE (Tzimisce, Tzimisce antitribu only)

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