Vicissitude
Vicissitude is apparently the natural discipline of the Tzimisce, but in many ways it acts like a disease. It is said that only once one has tasted of the blood of a Tzimisce may one attempt to learn the discipline. For the purposes of the MUSH, this quantity is defined as one Blood Point.
It has been noted that Vicissitude often takes its toll on the minds of those who learn its ways, practitioners begin to act in disturbing and sometimes truly alien ways. This has been said to be especially for those not of Clan Tzimisce.
To reflect this, a distilled version of the chart in “Storyteller’s Handbook on the Sabbat” will be used. XP Costs will not change, neither shall time; however, for each level of Vicissitude a vampire NOT of Clan Tzimisce learns they must a Willpower roll at difficulty 6. Success means no effect, failure means gaining a permanent Derangement determined by the Vampire Wizard. A botch results in two Derangements.
Vicissitude 1: Changing
Vicissitude maybe used to alter the flesh (and at higher levels, bone) of the of the living and undead. First the vampire must spend a number of Blood Points reflecting the scope of the change: The upper torso and legs are each cost 2 Blood Points; the arms, lower torso, and head each cost 1 Blood Point; therefore, the entire body would require 10. A Body Alteration + Intelligence, diff 7, roll is required to determine success.
The process requires a number of Turns (3 IC minutes) for them to spend the amount of Blood Points for his generation (rate of 1/turn for 13th through 10th, 2/turn for 9th, 3/turn for 8th).
To take on someone else’s appearance is Intelligence + Disguise, diff 10. Successes are compared to the Changeling Chart [ Player’s Guide: Sabbat, p 112 ]. Raising the Appearance attribute requires an Intelligence + Body Alteration roll, diff 10, minium of 3 successes. If the vampire succeeds, he or she must purchase the higher level, but at 1/2 the normal XP cost. A botch results in the loss of 1 rating point of Appearance. In both the cases of Disguise and Appearance raising, the IC time is doubled due to the complexity of the process.
Vicissitude 2: Fleshcrafting
This allows the powers of Level 1: Changeling to be performed (inflicted?) upon other living or undead. For those who do not possess the Discipline, the experience is agonizingly painful called the “burn of Vicissitude.”
Use the rules for Vicissitude 1 with the following changes:
The cost in Blood Points is determined the same way (spent by the one doing the crafting, NOT the one being crafted); however, substitute Dexterity for Intelligence in the dice pools. Time is figured at a rate of 1 Blood Point per turn regardless of the fleshcrafter’s Generation.