Professional Documents
Culture Documents
Malleable Visage
Using this power, a vampire can painlessly shape their own appearance by manually shaping
their flesh. This can be done for cosmetic purposes, or for more tangible uses, such as a
disguise or for imitation.
▪ Cost: 1 Rouse Check
▪ Dice Pool: Dexterity + Vicissitude
▪ System: The user makes a Dexterity + Vicissitude test; the Difficulty depends on the scope
of the changes. Changing your eye and hair colour and/or facial features is Difficulty 3, while
changing your sex or voice or imitating a specific individual (after nights of study) is
Difficulty 5. Trying to imitate someone without study would be even more difficult. This
process takes 5 minutes of moulding on a Win, or 1 minute on a Critical Win. A Bestial
Failure disfigures the face of the vampire, imposing a penalty or Flaw at the Storyteller’s
discretion, for the rest of the night.
Changes to appearance grant a +1 on the appropriate Social pools, +2 on a Critical Win.
Malleable Visage leaves tell-tale marks on the skin, which can be detected with a Wits +
Awareness roll against a Difficulty equal to the user's Vicissitude rating.
▪ Duration: One night
Level 2
Level 3
The vampire can craft bone plates to improve her own or a subject’s defence; this works in the
same fashion as Transmogrify the Mortal Clay but is much easier to hide as the only
noticeably change is a slight increase in the size of the vampire (maybe half a centimetre) and
an added hardness to her skin. (to discover this one would have to touch the reinforced skin)
Creative users of this power will find different and interesting ways to apply it, to the
advantage of themselves and their allies and the detriment of their enemies. As an example
one could turn a subject’s ribs inwards until they pierce the heart and lungs. Five successes
are required to achieve this effect; on mortals, it is almost always fatal, while vampires erupt
in an uncontrollable sanguine shower that results in five rouse checks.
▪ Duration: Permanent unless undone with another use of this power. For the purposes of
removing Modifications, they count as Crippling Injuries.
Level 4
Body Armoury
▪ Cost: Varied
▪ Dice Pool: Vicissitude + Craft
This power enhances the vampire control of her own body to form wicked weapons and
armour from her own body. The vampire may create swords, blades, axes, spiked mauls really
any weapon she can imagine. These weapons do terrible damage to their targets. Many
Tzimisce make sword-arms, knife-bladed knuckles, and the like, but more dramatic
implementations are possible.
System: This power costs a rouse check per level of damage the weapon causes (switchblade
2 rouse check claymore 4 rouse check), the same number of successes on the roll and takes
the same number of turns to form. Superficial damage inflicted from these weapons is not
halved. The weapons created by this power can be made lighter than is possible with metal
thus ignoring strength requirements. All weapons created by this power can be hidden inside
the vampire’s body to retrieve them the vampire rolls one rouse check. The weapons turn to
ash once they are removed from the vampire.
▪ Duration: Permanent unless removed from the vampire.
Level 5
War Form
At the epitome of Protean, the user can take on the form of monstrous and mythical creatures
unlike the world has ever seen. Few powers are as Masquerade shattering, and even fewer are
this devastating
▪ Cost: 2 Rouse Checks
▪ System: No test is required. The transformation takes one turn, during which the user may
take no other actions. Upon transformation, the vampire gains the Physical Attributes, senses,
special traits associated with their War Form, as well as its natural limitations. Damage dealt
in this form is Aggravated to mortals. The vampire can use other Disciplines while in this
form, at the Storyteller’s discretion. When a player first chooses this power, they must build
their own unique War Form, each of which is unique to the user (at least cosmetically). They
choose one Physical Attribute at 5, another at 4 and finally one at 2. In addition, they must
choose two Special Traits that reflect their form’s particular features from the War Form
Traits List.
Ranged: You have a powerful ranged attack such as acid spit, launcheable spikes, directed
shriek, etc. This counts as a thrown weapon with a +1 modifier to damage and deals non-
halved Superficial Damage to mortals and Kindred alike.
Strong grip: You have tentacles, extra limbs, tail, a strong bite or even spikes that allow you
to grapple more easily. You gain +2 to Grappling while on this form and Bite attacks gain a
+1 bonus instead of the usual penalty.
Humanoid: Your War Form is still human enough to be able to use weapons and tools via
humanlike hands or other precise appendages.
Stealthy: You have chameleon skin, psychic abilities, or some other way to hide your
presence. You gain +2 to Stealth checks while in this form. Additionally, you can move at
running speed while in stealth.
Horrid: You look terrifying, even by War Form standards. You gain a +2 to all Intimidation
rolls. Additionally, on a Critical Win involving Intimidation, witnesses must roll a Willpower
test against Difficulty 3 to avoid fleeing (mortal) or Terror Frenzy (Kindred).
Delirium: You exude a neurotoxin, magic aura, or something else that makes it difficult for
mortals to remember you. Human witnesses must roll Intelligence + Resolve against a
Difficulty of 4. If they Fail, they will misremember or rationalize the scene in which they saw
you when they next wake up.