

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.