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Transmogrification

132 bytes added, 13:19, 30 March 2019
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** 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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