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Transmogrification

198 bytes added, 03:29, 12 April 2019
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|description=The Tzimisce's most terrifying power is also one of their most versatile, their knowledge of their body making them able to maniplate their flesh and bones in terrifying and obviously inhuman methods. No longer limited to just making cosmetic changes with Protean, the user can make changes to their entire form. Digitigrade legs, bone spikes and swords, functional wings and bone armor are just a few examples of Transmogrification's unlimited applications.
|cost=1 Rouse Check
|dicepool=Dexterity + MedicineProtean|system=Physically manipulating their flesh and bone like clay, the Tzimisce or other user is able to create grotesque changes to their body, such as elongating their legs, pulling bones from their arms as swords, or even growing functional extra arms. The vampire rolls must spend 5 minutes (or take no other action, including movement, if done in combat) and roll Dexterity + Medicine Protean for manipulating their own flesh and bonelike clay. On a Win, and divides the successes among character may choose one of the options below modifications (essentially 'spending' ; on a Critical Win, the successes)vampire may choose two options. Multiple applications of this Discipline do not stack; if the character reactivates this power, the most recent success is the one used for the effect.The options a Tzimisce may choose from on a Win or Critical Win are:** Body Armory: The vampire creates melee weapons of their own flesh and bone, such as forearm blades of bone, spiked knuckles or a bone 'axe' on the back of the elbow. When forming the weapons, the vampire 'spends' the successes to grant the This weapon grants a +2 damage traitsmodifier to their Brawl pool, up to +3 (so 3 successes). The weapons do and does Aggravated damageto vampires and other supernaturals.
** Tough Hide: The vampire gains a +2 bonus to their defense pool due to armored plates, thickened bone density or other bone manipulation used to offset blows. This requires 2 successes.
** Extra Arms: The vampire separates and elongates flesh and bone, creating a single pair functional extra limbs. These limbs allow the vampire to take up to 4 dice worth of non-movement Minor Actions once per turn without penalty, OR once per turn the vampire can reroll up to 3 dice on an attack roll without expending a willpower. This requires 4 successes.** Enhanced Mobility: The Tzimisce can change their form of mobility, giving them mobility bonuses at ST discretion. This could include glider wings (halving damage from a fall), fins (enhanced swim speed), burrowing claws, or digitigrade legs (extra normal mobility). The effects of Enhanced Mobility are varied, and should be agreed upon by the player and Storyteller; most commonly, Enhanced Mobility can be used to negate up to 2 3 dice worth of Minor Action penalties based on movement. This requires 2 successes.
|duration=One scene or until dismissed.
}}

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