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Vissicitude

Vicissitude is the signature power of the Tzimisce and is almost unknown outside the clan. Similar in some respects to
Protean, Vicissitude allows the Fiends to shape and sculpt their own or others' flesh and bone. When a Tzimisce uses
Vicissitude to alter mortals, ghouls and vampires of higher generation, the effects of the power are permanent; vampires of
equal or lower generation may heal the effects of Vicissitude as though they were aggravated wounds. Naturally, a wielder
can always reshape her own flesh.
Note that while this Discipline permits powerful and horrific effects, the wielder must obtain skin-to-skin contact and must
often physically sculpt the desired result. This even applies to the use of the power on oneself. Tzimisce skilled in
Vicissitude are often inhumanly beautiful; those less skilled are simply inhuman.
Note: Nosferatu always "heal" back Vicissitude alterations, at least the ones that make them better-looking. The ancient
curse of the clan may not be circumvented through Vicissitude, except possibly by the Antediluvian of the Tzimisce clan
(who is rumored to have been destroyed anyway).

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O Malleable Visage
A vampire with this power may alter her own bodily parameters: height, build, voice, facial features and skin tone, among
other things. Such changes are cosmetic and minor in scope - no more than a foot of height gained or lost, for example. She
must physically mold the alteration, literally shaping her flesh into the desired result.

System: 
The player must spend a blood point for each body part to be changed, then roll Intelligence + Body Crafts
(difficulty 6). To duplicate another person or voice requires a Perception + Body Crafts roll (difficulty 8), and five successes
are required for a flawless copy; fewer successes leave minute, or not-so-minute, flaws. Increasing one's Appearance Trait is
difficulty 10, thus usually requiring Willpower expenditure for even minimal success, and a botch permanently reduces the
Attribute by one.

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OO Fleshcraft
This power is similar to Malleable Visage, above, but allows the vampire to perform drastic, grotesque alterations on other
creatures. Tzimisce often use this power to transform their servitors into monstrous guards, the better to frighten foes. Only
flesh (skin, muscle, fat and cartilage, but not bone) may be transformed.

System: 
The vampire must grapple the intended victim, while her player makes a successful Dexterity + Body Crafts roll
(difficulty variable: 5 for a crude yank-and-tuck, up to 9 for precise transformations). A vampire who wishes to increase
another's Appearance Trait does so as described under Malleable Visage; reducing the Attribute is considerably easier
(difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success
increases/reduces the Attribute by one.
A vampire may use this power to move clumps of skin, fat and muscle tissue, thus providing additional padding where
needed. For each success scored on a Dexterity + Body Crafts roll (difficulty 8), the vampire may increase the subject's soak
dice pool by one, at the expense of either a point of Strength or a health level (vampire's choice).

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OOO Bonecraft
This terrible power allows a vampire to manipulate bone in the same manner that flesh is shaped. In conjunction with
Fleshcraft, above, this power enables a Vicissitude practitioner to deform a victim (or herself) beyond recognition. This
power should be used in conjunction with the flesh-shaping arts, unless the vampire wants to inflict injury on the victim (see
below).


(Body Crafts)
"Vicissitude is as much an art as it is a power, and vampires who wish to use it well must learn a particular
version of the Crafts Skill (p. 124), known as Body Crafts. This Skill enables its possessor to make all manner
of alterations to living and dead flesh and bone. The Skill also gives insight into more mundane techniques;
many Tzimisce are skilled at flaying, bone-carving, embalming, taxidermy, tattooing and piercing.
System: The vampire's player makes a Strength + Body Crafts roll (difficulties as above). Bonecraft may be used without
the flesh-shaping arts, as an offensive weapon. Each success scored on the Strength + Body Crafts roll (difficulty 7) inflicts
one health level of lethal damage on the victim, as his bones rip, puncture and slice their way out of his skin.
The vampire may utilize this power (on herself or others) to form spikes or talons of bone, either on the knuckles as an
offensive weapon or all over the body as defensive "quills." If bone spikes are used, the vampire or victim takes one health
level of lethal damage (the vampire's comes from having the very sharp bone pierce through his skin - this weaponry doesn't
come cheaply). In the case of quills, the subject takes a number of health levels equal to five minus the number of successes
(a botch kills the subject or sends the vampire into torpor). These health levels may be healed normally. Knuckle spikes
inflict Strength +1 lethal damage, while defensive quills inflict a hand-to-hand attacker's Strength in lethal damage unless
the attacker scores three or more successes on the attack roll (the defender still takes damage normally). Quills also enable
the vampire or altered subject to add two to all damage inflicted via holds, clinches or tackles.
A vampire who scores five or more successes on the Strength + Body Crafts roll may cause a rival vampire's rib cage to
curve inward and pierce the heart. While this does not send a vampire into torpor, it does cause the affected vampire to lose
half his blood points, as the seat of his vitae ruptures in a shower of gore."

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OOOO Horrid Form
The Tzimisce use this power to become hideous monsters; naturally, this provides great advantages in combat. The
vampire's stature increases to a full eight feet; the skin becomes a sickly greenish-gray or grayish-black chitin; the arms
become apelike and ropy, tipped with ragged black nails; and the face warps into something out of a nightmare. A row of
spines sprouts from the vertebrae, and the external carapace exudes a foul-smelling grease.

System: 
The Horrid Form costs two blood points to awaken. All Physical Attributes (Strength, Dexterity, Stamina) increase
by three, but all Social Attributes drop to zero, save when dealing with others also in Horrid Form. However, a vampire in
Horrid Form who is trying to intimidate someone may substitute Strength for a Social Attribute! Damage inflicted in
brawling combat increases by one due to the jagged ridges and bony knobs creasing the creature's hands.

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OOOOO Bloodform
A vampire with this power can physically transform all or part other body into sentient vitae. This blood is in all respects
identical to the vampire's normal vitae; she can use it to nourish herself or others, create ghouls or establish blood bonds. If
all this blood is imbibed or otherwise destroyed, the vampire meets Final Death.

System: 
The vampire may transform all or part of herself as she deems fit. Each leg can turn into two blood points worth of
vitae, as can the torso; each arm, the head and the abdomen convert to one blood point. The blood can be reconverted to the
body part, provided it is in contact with the vampire. If the blood has been utilized or destroyed, the vampire must spend a
number of blood points equal to what was originally created to regrow the missing body part.
A vampire entirely in this form may not be staked, cut, bludgeoned or pierced, but can be burned or exposed to the sun. The
vampire may ooze along, drip up walls and flow through the narrowest cracks, as though she were in Tenebrous Form 
(p.169).
Mental Disciplines may be used, provided no eye contact or vocal utterance is necessary - and if a vampire in this form
"washes" over a mortal or animal, that mortal must make a Courage roll (difficulty 8) or fly into a panic.


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OOOOO O Ecstatic Agony (Vicissitude level 6)
For a Tzimisce who can experience Ecstatic Agony, pain becomes power. The more wounded he is, 
the more potent he becomes. The Fiend delights in every slash, punch, bullet or burn and 
channels his pain into physical prowess or incredible displays of Caine's Gifts.

SYSTEM: After the player spends two willpower points, the character becomes even more powerful 
wehn experiencing pain. For all non-reflexive actions involving a Physical Attribute or use of 
a Disciplin, ADD his wound penalties to the dice pool. For example, add two dice at the Wounded 
health level. As the character heals, this bonus wanes. Treat Incapcitated and Final Death 
normally. This power lasts for one scene.

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***** * Chiropteran Marauder
Similar to the lesser Vicissitude power of horrid form, the chiropteran marauder is a terrifying, 
bipedal bat, bearing a wickedly fanged maw and veined, leathery wings. This power confers all 
the benefits of Horrid form, in addition to a few others. The mere sight of the marauder is 
enough to make mortals or weak willed vampires flee in horror.

System: The vampire gains all the effects of the Horrid Form (Vampire The Masquerade page 187). 
Further, the fluted wings allow flight at 25mph, during which the vampire may carry, but not 
manipulate, objects of reasonable size. If the vampire wishes, the player may make a strength + 
body crafts roll (difficulty 6) to extend bony claws at the end of the wings, where the hands 
would be. These claws inflict strength+2 aggravated damage. Also, the vampire subtracts two 
from all hearing-based perception rolls (though he adds one to vision based wits and perception 
rolls). Assuming the mentale of the Chiropteran Marauder costs three blood.


***** * Blood of Acid
At this level of mastery, the vampire has converted his blood to a viscous acid. Any blood he 
consumes likewise becomes acid, which is corrosive enough to burn human (and vampiric flesh) as 
well as wood. This effect is particularly potent when the vampire assumes the Bloodform. One of 
the side effects of this power is the complete inability to create new vampires and ghouls, or 
give blood to another vampire - the acid would corrode them as they drank it. The obvious 
benefit, however, is that would-be diablerists are likewise unable to devour the Cainites blood.

System: Each blood point that comes in contact with something other than the vampire himself 
does five dice worth of aggravated damage. If the vampire is injured in combat, his blood may 
spatter on an opponent - foes must make Dexterity + Dodge rolls to avoid the blood, which must 
be accomplished by splitting their dice pools (obviously, unless an opponent knows the vampire 
has this ower, she's unlikely to split her dice pool on her first attack, which causes many 
Tzimisce to cackle with glee even as their own vitae sprays out of their bodies and disfigures 
their foes.


***** ** Cocoon
The Cainite can form an opaque cocoon from blood and other fluids excreted from her body. The 
cocoon hardens after a few moments, turning into a tough, white shell shaped vaguely like a 
rounded coffin. This cocoon provides considerable protection to the vampire, even shielding her 
from sunlight and, to a limited degree, fire.

System: A vampire may only cocoon herself, and the process takes 10 minutes to perform. 
Additionally, creating a cocoon costs three blood points. The cocoon offers complete protection 
from sunlight, and provides a number of dice of soak equal to twice the vampires normal against 
all damage, aggravated or otherwise. It lasts as long as the Cainite wishes, and she may 
dissolve it into a pulpy, bloody paste at her whim, from which she emerges. A vampire contained 
within a cocoon may still use mental Disciplines, though they may still require eye contact or 
other conditions to be met.


***** *** Breath of the Dragon
The Tzimisce becomes like one of the terrible draculs of the Old World, able to exhale a deadly 
gout of flame. This flame does not hurt the vampire himself, though he may become traped inside 
flames that start if his fire engulfs flammable objects.

System: The flaming cloud affects a 6ft area, doing two dice of aggravated damage to any in the 
flames circumference. This fire may cause combustible items to ignite, and it may ignite 
victims who suffer fire damage as per the fire rules on page 277 of Vampire the Masquerade.


***** **** Earth's Vast Haven
This power, developed in the nights when the Tzimisce were the terrible masters of Eastern 
Europe, allows the vampire to sink into and disperse himself thorugh the very ground itself. 
Unlike the Protean power of Earth Meld, however, the vampire actually dissolves his body into 
the ground; nothing short of a wide-area explosion can affect him, nor may he be dug up bodily. 
In addition, during the nighttime hours, the vampire may see and hear everything happening in 
her environment through his mystical connection to the land. The mere fact that htis power 
exists terrifies many Tzimisce, who are secretly unsure of whether or not the diablerie of 
their Antediluvian was successful

System: This power costs six blood to activate, and it lasts as long as the vampire wishes to remain contained within the soil. As per the Cocoon, the vampire may use mental disciplines that do not require physical solvency or eye contact. He may communicate mentally with anyone who wanders into the area under which he rests.

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