Tzimisce

1 • Malleable Visage(VtM 3rd)(also Changeling in PGS)

By spending a blood point, the vampire may physically alter her flesh and or voice making minor alterations.

2 • Fleshcraft(VtM 3rd)

By spending a blood point, the vampire may make more drastic changes in her own flesh, or that of another. (Requires one blood point per body part. )

3 • Bonecraft(VtM 3rd)

By spending a blood point, the vampire may make very drastic changes in her own bone structure, or that of another.

4 • Horrid Form(VtM 3rd)

By spending two blood points, in one turn the vampire may transform into a horrible monster. This form is seven to eight feet tall with grotesque features, clawlike, seven fingered hands, a row of bony spines protruding from her vertebrae, a horribly deformed head, huge muscles and thick blackish-grey skin covered with a slick, black, oily residue. In this form, the vampire’s hand damage is increased by one due to the bony knobs and ragged nails, her physical traits are each increased by three, and her social traits are each reduced to zero.

5 • Blood Form(VtM 3rd) (also Inner Essence in PGS)

The vampire may convert her body parts to blood, which may later be used to reform the body part in question; other than the head, the body part may also be regenerated. The upper torso and legs are each worth two blood points; the arms, lower torso, and head are each worth one blood point. Max 10 blood points. This blood can be left in one place and used to create a Blood Bond or drank by creator. If all the blood is ingested, the vampire ceases to exist. If the blood points from one part of the body has been destroyed then the vampire must spend blood points equal to what was originally created to regrow that part of the body.

6 • Blood of Acid (GS)

The vampire’s blood becomes highly caustic, doing five dice of damage per blood point, and being able to eat through wood but not metal or glass. This is considered a permanent change. The vampire can not be diablerized, but can no longer embrace a mortal or create ghouls.

6 • Body Arsenal(PGS)

The vampire may create non-projectile melee weapons from her flesh -- all of which do aggravated damage. Knives, swords, clubs, whips, etc.

6 • Plasmic Form(PGS)

The vampire may transform herself into a sentient fluid, capable of movement, and holding any shape. This grants immunity to all attacks but sunlight and fire. The vampire can travel as a pool of red liquid or appear completely normal except for the red coloration. The vampire in liquid form can speak and walk normally. The vampire and his body parts will not really be solid, so while bullets and fists will splash harmlessly through him, he cannot hit anyone, drink blood or engage in any physical activity. The vampire may use mental disciplines unless eye contact is required.

6 • Chiroteran Marauder (GS)

Chiroteran Marauder is a terrifying, bipedal bat, bearing a wicked fanged maw and veined, leathery wings. This power confers all of the benefits of the Horrid Form, in addition to a few others. The mere sight is enough to make mortals or weak willed vampires flee in horror. Claws at end of wings do agg damage. Costs 3 blood points.

6 • Skin Trap(ClB:Tzimise)

This power enables the vampire to slough off a layer of his skin and use it as a fleshy snare.

6 • Corrupt Construction (DAC)

This allows the Fiend to graft the remains of a dead being to a living one. (Think Frankstein as the end result.)

7 • Cocoon (GS)

The vampire may make a cocoon with double her own soak value, over a period of ten minutes. The vampire is safe from sunlight within, and can hear and use mental disciplines, but can not see. She may dissolve the cocoon at will.

7 • Flesh Rot(PGS)

At a touch, the vampire can inflict a degenerative disease on a victim that resembles leprosy in Kine or Kindred. Each success is another day that the disease remains, carrying further effects. All changes to attributes made by this disease are permanent; the victim is also considered to be horribly disfigured for the entire time she is affected.

7 •Kraken's Kiss(ClB Tzimisce)

With this power, the vampire can warp the skin, cartilage and bone of her face, elongating it and resolidifying it into a 10 foot long tentacle similiar to that of a squid. This can be used to grasp and constrict foes Also in place of squid's suckers are rows and rows of fanged, drooling mouths, permitting incredible blood drain. The tentacle is vunerable to attack. When used for feeding it is a stationary target. If the tentacle is severed the vampire is effectively deprived of all her senses (save touch) until she regenerates her face.

7 • Liquefy the Mortal Coil (DAC)

(Touch required, 1 WP) This allows the Fiend to turn another creatures body into blood to be used for numerous things. Mortals = dead.

8 • Bauble(PGS)

The vampire may turn into any inanimate object, her own size or smaller either natural or artificial. This object still has her aura, may still use mental disciplines, and may still be destroyed by sunlight.

8 • Breath of the Dragon(GS)

The vampire may exhale flames like a flamethrower. Affects a six foot square area, each hit causes one die of damage and continues to do until extinguished. The victim can soak damage but must continue to do so every turn.

8 • Sculpture of the Mind (DAC)

(1 WP) This allows the Fiend to alter a target's structure from a distance, using mental power and not touch.

8 • Chimæra

The Cainite using this power can transform her body into the mythical Chimæra, gaining two heads -- a dragon's and a goat's, bat-like wings, a lion's body and a scorpion tail. She retains her own head, but her neck grows into a snake's body.

System: The user rolls Stamina + Body Alteration (8) and spends 5 Blood Points and a Willpower Point. The change takes 3 turns to complete. While in this form, the Cainite has a number of abilities. First, she gains +4 to all Physical Attributes, but all Social Attributes are reduced to 1. The snake-like neck can turn to look directly behind with no effort. In combat, each extra head may attack. The goat's head butts for 4 damage, while the dragon's head bites for 5 damage. The scorpion tail can also strike (gaining Initiative, difficulty 7) causing 2 damage. This injects an acidic poison, fatal to mortals, which inflicts 1 damage every turn for 5 turns. The lion body can also attack with a single claw per turn, for 3 damage. The Chimæra can also fly at a rate of up to 30 feet per turn. The wings and muscles are strong enough to allow it to hover indefinitely.

9 • Doppelganger (PGS)

The vampire may assume any shape imaginable, from half her mass to double her mass, by spending one blood point. She retains her weaknesses (such as vulnerability to sunlight) in this form.

9 • Earth's Vast Haven (GS)

The vampire may enter the earth, becoming invulnerable to any force that short of a wide area explosion can affect her, nor may she be dug up bodily. The subject is aware of all that occurs above her, but can not see or hear and can use mental disciplines. This power may even be used in torpor.

10 • Reform Body(VPG)

The vampire’s body reforms, even after she is destroyed. Yes, you read that right. She will live forever... like it or not. The spirit of the vampire is able to take the ashes and rebuild the body. This may take YEARS, but the vampire is almost indestructible.

Body Armoury Protean ***, Vicissitude *** (Guide to Sabbat)

This power enables the vampire to form wicked weapons from her body. The vampire may create sword blades, axes and even spiked mauls, and these weapons do terrible damage to their targets. 2 blood points per weapon.

PLEASE NOTE THAT ALL BLOOD BROTHERS' ADDITIONS WERE REMOVED. THEY NO LONGER EXIST AND WE DO NOT ACCEPT THEM. THANK YOU FOR YOUR UNDERSTANDING.