Disciplines from Clanbook Tzimisce Revised

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Discipline Powers



Ecstatic Agony (Vicissitude 6)

For a Tzimisce who can experience Ecstatic Agony, pain becomes power. The more wounded he is, the more potent he becomes. The fiend delights in every slash, punch, bullet or burn and channels his pain into physical prowess or incredible displays of Caine's gifts. System: After spending 2 willpower points, the character becomes even more powerful when experiencing pain. For all non-reflexive actions involving a physical attibute or use of a discipline, add his wound penalties to the dice pool. For example, add 2 dice at the wounded health level. As the character heals, this bonus wanes. Treat incapacitated and final death normaly. This power lasts for one scene.

MET: You must spend a willpower trait to activate ecstatic agony. For the duration of a scene, you gain 2 bouns physical traits for each health level of damage you suffer in combat; you can raise your physical trait pool above your normal generation limit. Heal yourself, and you will lose any and all bonus traits earned thru this power. If you possess any ability to ignore the wound penalities you recieve in combat, you gain no added benefit from ecstatic agony.



Eye of the Szlachta (Animalism 6)

Any Fiend who's been around for awhile knows how to possess a lowly beast, but few can ride any ghoul who shares their blood. By locking eyes with the ghoul (both parties must hav eyes), the fiend can transfer his soul into the creature, while his body falls into a state resembling torpor. Although some Tzimisce consider such intimate contact with their servants distasteful, sometimes it's necessary to calm a rampaging vozhd in a disposable vessel or to "fleshride" a ghoul who cant speak and open doors.\

System: Use the system for the animalism 4 power subsume the spirit.
Met: You can impose your indomitable will onto one of your ghouls by spending a willpower trait, thereby merging the 2 souls together. Each mental trait you spend increases the strength of this connection, lasting for one night.
*trait- simple possession **traits- can use auspex
***traits- can also use animalism and dominate ****traits- can use vicissitude
*****traits- can also use koldunic sorcery, necromancy and Thaumaturgy.



Combination Disciplines



Soul Decoration (auspex2 obfuscate2 vicissitude3)

The aura is a byproduct of the body. Change the body, change the soul. The body's experiences can be summed up in the aura, but this phenomenon is the product of physical forces. By fleshcrafting certain locations of the body----chakras, joints, erogenous zones----a Tzimisce with this power can "paint" whatever aura he chooses. Auras summarize the individual, revealing mood, the stain of diablerie and the curse of caine. When under the gaze of perceptive eyes, sometimes it's better to conceal such things.
* can alter shades (pale or bright)
** can alter the main color
*** can alter psychological state (frenzied,psychotic, etc)
**** can conceal of falsify diablerie and magic use
***** can conceal or falsify natural conndition (vampire, shapeshifter, etc)
The deception lasts one night per success. During this time, the aura doesn't change to reflect new conditions in its owner. Keep in mind that these are changes only to the aura, not the subject herself. The subject may feel token emotions to match her new colors. She might feel somewhat distrustful if her aura was painted light green, for instance.


Patar Szlachta (protean4 vicissitude3)

Some Tzimisce combine protean power to turn into an animal with the possibilities of vicissitude forces of chaotic change surge through the fiend's body, forces he must direct while experiencing bone breaking pain. When the Tzimisce can bear the strain no longer, the bodgy settles inot the Pater Szlachta or bogatyri form....so named by the Tzimisce anarchs to insult either their servants or the elder valiant champions who served the anarch's sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes use it in contests of improvisational fleshcrafting.

spend 2 blood points, stamina+medicine. The change takes 5 ' the number of succeses, turns to complete, during which the tzimisce can only howl, drool vitae and writhe. The character may arrange his physical attributes (1 dot per success) but no attribute can exceed the limit imposed by generation. Change lasts for one scene.


Birth the Vozhd (vicissitude 6 animalism 6)

While the creation of vozhd was once the sole province of koldunic ritual, Tzimisce who have mastered both fleshcrafting and control of the beast within can build vozhd as well. The ingredients..at least 15 ghouls (20 or more is perferable) First, the Tzimisce fleshcrafts the ghouls together, forging the bodies into a single enity. The fiend feeds the corporate mess a concoction of the blood of the ghouls, creating something like a vinculum among them. This bond in place, the fiend uses animalism to coalesce the beasts of the ghouls into one insane and imperfect beast that drives the vozhd to crush or devour anything in sight.

fter the Tzimisce collects enough ghouls (intelligence+body craft..difficulty 10) to determine how quickly she constructs and masters the vozhd. With one success, the process takes as long as a year, with five, it might only take a month. The fiend can make further vicissitude modifications to his creation. Botches result in a nonviable biohazard or a frenzied, uncontrollable vozhd. Also note that vozhd, are driven by their flawed beasts, are notoriously difficult to control.


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