New Disciplines

Storytellers should consider carefully whether of not to allow these or any other special abilities into their chronicle. The powers that follow are included to enhance your chronicle, and should not be used as a "checklist" for players.

Tier of Souls (Animalism Level 6)
A vampire with this power gains more than mere sustenance from the blood she drinks. She also gains insight into and even abilities from the donor. More-over, if the being from which the vampire drinks has recently fed, she may gain similar awareness of that creature. If that creature had also recently eaten before being consumed, the vampire may likewise acquire tile powers of that victim, and so on. (Renfield wasn't so crazy after all .... )

System: The vampire must drink the blood of her prey and make a Perception + Animal Ken roll (difficulty 7). Each success allows either a memory or an Ability to be accessed; alternatively, three successes can be "converted" into one of the victim's Disciplines, Attributes or ornate powers. The vampire may choose one of the victim's Traits or may select from anything that the victim (or victim's victim, etc. ) has eaten in the past 24 hours. The effects last until the vampire expends the creature's Blood Points. Only one "tier" can be maintained at a time.

Genius Loci (Auspex Level 6)
Tzimisce have a natural affinity for places, as their clan weakness demonstrates. This power augments that affinity, enabling the vampire to tap into the "ambience" or "spirit" of a specific place and thereby gain insight into situations affiliated with the nature of that place. For example, if the vampire uses (Genius Loci while in a graveyard, she might gain insight into situations dealing with death. If she uses the power amid the burned-out shell of a building, she might receive a warning of an impending fire; insight into catastrophes in general; or even an awareness of the forces behind rapid, cataclysmic change.

System: The vampire must medilate in a certain location for at least an hour. The place must be symbolic of a given force or have been the site of strong passions or trauma (i.e., a shopping mall is not likely to give much valuable insight, but a shopping mall where a mass murderer killed 23 victims with an assault rifle might well provide insight into situations involving violence or mass panic). The vampire must then roll Perception + Empathy (difficulty 8). Each success provides a clearer, less nebulous understanding.

Obviously, this power is extremely subjective. The Storyteller must use discretion when adjudicating its use.

Ecstatic Agony (Auspex Level 7)
Many Tzimisce have learned to tolerate and even appreciate the sensation of pain, but a vampire with this power has far transcended others' understanding. Her nerves still register pain, but perceive it as pleasurable, even spiritually uplifting.

System: A vampire with this power adds wound penalties to her dice Pools. Thus, the more injured the vampire is, the more effectively she functions. A vampire in the Crippled state adds five dice to all dice Pools! Obviously, if injuries entail the loss of body parts, the vampire may not perform actions necessitating those body parts. Furthermore, a vampire who reaches the Incapacitated state is still incapacitated.

This power is continuously in effect.

Skin Trap (Vicissitude Level 6)
This power enables the vampire to slough off a layer of his epidermis and use it as a fleshy snare. Victims may be bound, blinded or even suffocated in the skin-sac.

System: The vampire may automatically shed a layer of skin, but must make a Stamina + Firearms roll (use normal firearms complications) to target his victim. If the vampire hits, the victim is trapped in the folds of flesh and may take no action until she frees herself (Strength, difficulty 7; victim must score a number of successes equal to the vampire's Staminaa). Additionally, if the vampire scores three or more successes on the attack roll, he has targeted the victim's face, blinding her and (if the victim breathes) cutting off her oxygen supply.

Each time this power is used, the vampire's soak dice Pool decreases by one until he spends a Blood Point to regenerate the skin layer. If this power is used three times in succession without spending Blood points, the vampire's skin becomes paper-thin. Each time the vampire moves suddenly or violently in this state, he must make a Stamina roll (difficulty 7) or suffer one Health Level of damage as cracks and lesions riddle his skin.

Kraken's kiss (Vicissitude Level 7)
This power was first manifested by the Black Hand Dominion Lars Svengaard during tile Siege of Barcelona. With this power, tile vampire can warp the skin, cartilage and bone of her face, elongating it and resolidifying it into a 10' long tentacle similar to that of a squid. This tentacle can be used to grasp and constrict foes; more-over, in place of a squid's suckers are rows and rows of ranged, drooling mouths, permitting incredibly rapid blood drain.

System: The vampire spends a Willpower point and rolls Stamina + Body Alteration (difficulty 8). Success enables formation of the tentacle with no loss of sensory abilities. The tentacle can be used in melee (difficulty 5; Strength + 2 damage). A successful hit indicates a grab; for each success scored on the attack roll, one additional Blood Point can be drained from the victim each turn, as dozens of mouths bite and suck. To break the grip, the victim must score three more successes than the vampire in an extended contest of Strength.

It should be noted that the tentacle is as vulnerable to attack as the vampire is and may be attacked anywhere along its length; moreover, a tentacle in the process of feeding is a stationary target. If the tentacle takes three or more Health Levels of damage from an edged weapon, it is severed, and the Vamlgre is effectively deprived of all senses (save touch) until she regenerates her face.