Vicissitude
One of the most feared discipline in the vampiric world, this discipline is used exclusively by the Tzimisce. This discipline allows the user to sew flesh and mold bone like a sculptur, allowing them to horribly disfigure their opponents and turn their own bodies into lethal weapons. (Any effects caused through Vicissitude are permanent, however vampire victims of a gen equal or lower then the user are capable of "healing" Vicissitude effects as though they were Aggravated wounds. Any vampire that has Vicissitude him/herself is capable of reverting Vicissitude effects, but any damage in healthlevels done through those effects must be healed normally. Due to their clan curse, Nosferatu are always able to heal Vicissitude effects, irrigardless of their gen. To learn Vicissitude, the character must be Tzimisce or have drunken at least 1 bloodpoint from a Tzimisce).
Powers:
1 - Malleable Visage:
Adjust your physical appearence to your liking, wether to resemble another person or just look different altogether. These modifications can even be preformed on another, provided the user has physical contact. (User spends a bloodpoint for each bodypart to be changed and rolls Intelligence + Body Crafts at diff 6. The user can change his/her features, such as body height, facial features, skin tone, voice and so on. The changes never go beyond cosmetic however, nothing drastic can be done. The user can also copy other people, but this means the activation roll is made at diff 8. The user must score at least 5 successes to make a flawless copy of another person, any less will leave subtle (or in the case of very low number of successes, very obvious) differences. The user may even use this power to permanently raise his/her Appearence attribute permanently, but this increases the difficulty of the activation roll all the way up to 10, and botching on this roll reduces the user's Appearence rating permanently. In addition, all the effects of this power can be applied to others as well, requiring maintained physical contact, which means that the user must grapple any target that resists).
2 - Fleshcraft:
The user is now capable of using Vicissitude to make drastic alterations to the flesh, capable of going far beyond the limits of the human body. (Costs a bloodpoint for every body part to be effected, the user rolls Dexterity + Body Crafts. The difficulty is 5 for mere crude disfigurement, while precise modifications under stressful circumstances can raise the difficulty up to 9. The user can freely use this power on him/herself, victims must be grappled before this power can be applied. The user can also use this power to permanently reduce a victim's Appearence rating by disfiguring them using this power, at only diff 5, which each success reducing Appearence by one. Using this power, the vampire can make many creative "enhancements", such as tentacles instead of arms and hands or increasing the concentration of muscle in an hand or arm to turn that limb into a club, or anything else the user may come up with. The exact bonusses of such alterations are best discussed with the Storyteller. An example is creating padding of flesh on a subject to grant that subject extra soak dices against attack. The user rolls Dexterity + Body Crafts at diff 8, and may then use each success scored on this power to create padding on the victims body, which increases the victim's soak dices by one, at the cost of reducing the victim's health levels or Strength rating by one, user's choice).
3 - Bonecraft:
The user may now sculpt bone as he/she did with flesh on the lower levels. At this point in Vicissitude, the user's imagination (or depravity) becomes the limit for the alterations he/she can create. (Costs a bloodpoint per body part to be effected, the user rolls Strength + Body Crafts. Just like in Fleshcraft, the diff is 5 for crude disfigurement and 9 for precise modifications under stressful circumstances. This power can be used for varying purposes, also in conjunction with fleshcraft to create some truly inhuman "designs". This power can also be used for modifications that have combat purposes, such as sharp bone knuckle spikes, or defensive quills covering the entire user's body. Knuckle spikes deal 1 level of Lethal damage to the user, and when grown allow the user to deal Strength + 1 in Lethal damage when fighting unarmed. If the user has defensive quills, he/she deals an hand-to-hand attacker's Strength in Lethal damage to when hit unless the attacker scores at least 3 successes on the attack roll. Quills also add 2 healthlevels of lethal damage to damage done via holds, clinches or tackles. Bonecrafting can also be used to directly harm opponents. In this case, the user rolls Strength + Body Crafts at diff 7, which each success dealing a healthlevel of Lethal damage on the victim as bones grow out of proportion and pierce the skin. At the Storyteller's discretion, this may also cause movement difficulties with the effected limb as bones jut out and misalign. The ultimate attack to be made using Bonecraft allows the user to cause a victim's ribcage to collapse inward, piercing his/her heart. The vampire must declare doing this beforehand, rolling Strength + Body Crafts at diff 7, requiring a total of 5 successes to succeed. Mortals die instantly to this attack, vampires lose half their bloodpoints as the seat of their vitae ruptures and spills it's contents).
4 - Horrid Form:
The vampire turns into the monsterous Horrid Form, also known as the Zulo. The user grows up to 8 feet tall, his/her skin turning into an armor of sickly coloured green-grayish, gray or black chitin. The head turns into something out of a nightmare, spikes grow out of the user's spine, his/her arms become longer and covered in bony portusions and from underneath the "skin" drips a foul smelling oily substance. (Costs 2 bloodpoints to begin the transformation. The user gains 3 dots in all Physical attributes, but all Social attributes drop to zero, exept when dealing with others in the Horrid Form. However, the user can substitute his/her Strength for a Social attribute when making an Intimidation roll. All damage the user inflicts in unarmed combat while in the Horrid Form increases by one die due to the bony potrusions on his/her hands and arms).
5 - Bloodform:
The user transforms into a pool of sentient vitae, immune to all physical damage. The user can crawl around, or even use this power to transform limbs into emergency supplies of vitae. (The must may freely transform or reform. However, any blood the user wishes to use to reform must be in contact with the user. If the blood has been consumed or destroyed, the user must spend a number of bloodpoints equal to the number of bloodpoints that were created when the limb was transformed into blood in order to reform the limb. Each leg and the torso turns into 2 bloodpoints worth of vitae, while the head, arms and abdomen each turn into one bloodpoint. While entirely in the bloodform, the user may crawl or "drip" around freely, even ignoring the laws of gravity by flowing up walls. The user is immune to all physical damage, but is still damaged by fire or sunlight. The user can still use any mental disciplines, as long as these do not require a physical body. However, the blood can also be consumed. While this can prove beneficial for the purpose of creating ghouls or bloodbonds, or maybe even new vampires, the user is especially vulnerable to diablarists. If all the blood the user transformed into is consumed, the user is also destroyed. Lastly, the vampire may also "wash" over mortals. If this happends, the mortal or animal must then make a Courage roll at diff 8 or run away in fear).