Transmogrification

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Protean ••••

  • Amalgam: Auspex 3

The Tzimisce's most terrifying power is also one of their most versatile, making them able to maniplate their flesh and bones in terrifying and obviously inhuman methods; no longer limited to just making cosmetic changes, the user can make changes to their entire form. Digitigrade legs, bone spikes, and bone armor are just a few examples of Transmogrification.

  • Cost: 1 Rouse Check
  • Dice Pool: {{{dicepool}}}
  • 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, and divides the successes among the below modifications.
  • Body Armory: The vampire creates melee weapons of their own flesh and bone. These weapons have a rating equal to the number of successes on the roll, up to a maximum of +3, and do Aggravated damage.
  • Tough: The vampire gains a +2 bonus to their Dodge 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 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.
  • 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). This requires 2 successes.
  • Duration: One scene or until dismissed.

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