Transmogrification

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Protean ••••

  • Prerequisite: Malleable Visage

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
  • Dice Pool: Dexterity + Medicine
  • 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 Dexterity + Medicine for manipulating their own flesh and bone, and divides the successes among the below modifications (essentially 'spending' the successes). Multiple applications of this Discipline do not stack.
    • 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 weapon damage traits, up to +3 (so 3 successes). The weapons do Aggravated damage.
    • 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 dice worth of Minor Action penalties based on movement. This requires 2 successes.
  • Duration: One scene or until dismissed.

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