Some Cainites competent with two of more Disciplines can combine them to create
new powers. Tzimisce rarely learn these techniques spontaneously. Koldun, innocative
Metamorphosists and survivors of the bitter rivalry between the Tremere and
Tzimisce - and their childer, too, perhaps - might be convinced to serve as
teachers.
Note
from Typist: I neglected to include the combination discipline
that required Vicissitude 6 and Animalism 6. You can't play characters with
that high of discipline ratings on Diablerie anyway, so buy the book if you
are that interested in it (buy the book anyway).
Soul
Decoration - Tzimisce Clanbook, 3rd Edition
Auspex
2, Obfuscate 2, Vicissitude 3
The aura is a byproduct of the body. Change the body, change the soul. The body's experiences can be summed up in the aura, but this phenomenon is the product of physical forces. By fleshcrafting certain locations on the body - chakras, joints, erogenous zones - a Tzimisce with this power can "paint" whatever aura he chooses. Auras summarize the individual, revealing mood, the stain of diablerie and the Curse of Caine. When under the gaze of perceptive eyes, sometimes it's better to conceal such things.
System:
After spending three Willpower points, the player rolls her character's Perception
+ Empathy. The difficulty of the roll is equal to the subject's Willpower -
stronger personalities resist alteration. The number of successes indicates
how completely the aura can be changed to the Tzimisce's specification.
| 1 success | Can alter shades (pale or bright) |
| 2 successes | Can alter the main color |
| 3 successes | Can alter psychological state (frenzied, psychotic, etc.) |
| 4 successes | Can conceal or falsify diablerie and magic use |
| 5 successes | Can conceal or falsify natural condition (vampire, shapeshifter, ghost, etc.) |
The deception lasts one night per success. During this time, the aura doesn't change to reflect new conditions in it's owner.
Keep in mind that these are changes only to the aura, not the subject herself. At the Storyteller's discretion, the subject may feel token emotions to match her new colors. She might feel somewhat distrustful if her aura was painted light green, for instance.
This power costs 20 experience
points.
Pater Szlachta - Tzimisce Clanbook, 3rd Edition
Protean 4, Vicissitude 4
Some Tzimisce combine the Protean power to turn into an animal with the possibilities of Vicissitude. Forces of chaotic change surge through the Fiend's body, forces he must direct while experiencing bone-breaking pain. When the Tzimisce can bear the strain no longer, the body settles into the Pater Szlachta or bogatyri form - so named by Tzimisce anarchs to insult either their servants or the "elder valiant champions" who served the anarchs' sires. In the modern nights, this power is still known to a few Tzimisce, who sometimes use it in contests of improvisional fleshcrafting.
System:
Spend two blood points and roll Stamina + Medicine (difficulty 7). The change
takes (5 - the number of successes) turns to complete, during which the Tzimisce
can only howl, drool vitae and writhe. The character can rearrange his Physical
Attributes (one dot per success) but no Attribute can exceed the limit imposed
by generation. The player can describe what sort of alterations he wants to
make, but the process is difficult to control. In the end, the Storyteller is
the final arbiter, choosing one physical state for the character in bogatyri
form or certain Vicissitude modifications such as bone spikes, spine-saws, etc.
Botches earn whatever physical flaws the Storyteller chooses, maybe permanent
ones. The change lasts for one scene.
This power costs 18 experience points.