Vicissitude

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Vicissitude 101

Vicissitude (Vis) effects can be undone by Vis, regardless of generation, damage is healed per normal.
The generation check applies to healing the effects of Vis and heals like aggrivated damage (agg).

Example: 7th generation Tzimisce pulls out eyes of 8th generation Tzimisce.
8th generation Tzimisce can Re-Vis eyes, but would not be able to just use healing to fix the Vis effect.

2nd Example: 8th generation Tzimisce rips elbow through skin of 7th generation Malkavian causing lethal damage and a broken elbow that is protruding. The health level is healed, but the bone is still broken and protruding so causes negatives until healed. Being the Malkavian in question is of lower generation, it can heal the effect overnight like agg.
If the Malkavian was 9th generation or higher, it would be stuck till they could lower generation and/or find someone with Vis to fix the effect.


Modifications, as listed below require the Body Crafts ability to at least 2 levels.  In addition this requires level 1 Vicissitude if you are only modding yourself, or level 3 (1st Int) in order to fully mod others.  In order to do the first mod, you need to have Body Crafts x2, x3 for the second mod and x4 for the 3rd mod.

Szlachta Mods

Szlachta mods are changes that be can be done on yourself or other individuals. These "Vis Mods" as they are often referred to mold the body to be more effective in certain circumstances, but no enhancement comes without a price to pay.

System

To perform a Szlachta Modification, it requires the individual to make two challenges. The first is a Static Mental Challenge versus ten traits, retesting with Medicine. Failing this test means the crafter can't seem to locate the parts of the body they need to change for the mod to occur. The second is a Static Physical Challenge against the target's Physical traits, retesting with Body Crafts. This challenge does not utilize any sort of ties power from the Physical Disciplines (however those can still be used for combat or other uses of Vis, just not Mods).


The Static chops have no retests on the defender's side other then Overbid which is automatic if able to do & costs the defender nothing. If the Defender in the physical challenge is not wanting the Mod in question, then the Static turns into a Contested Challenge as per normal rules for Contested.


Success at both of these indicates the selected body modification has been performed. Failure on the second chop earns the target the negatives as noted in LotN-Sabbat Guide in the Szlachta Modifications section.


A given individual may hold a number of modifications equal to the score in their "Self-Control/Instinct" virtue rating without having any penalty. However, for every modificaton beyond their permanent virtue rating, for as long as they are subjected to the modification they are at a -1 (cumulative) penalty to all tests involving this virtue. This is due to the psychological damage that Szlachta modifications do to the individual they are performed on. At the point where an individual's virtue rating would drop to Zero, they can accept no more modifications and the individual enters a frenzy that seems unending... this frenzy does not end until the modificaton is removed/healed.


Each mod has a limit of 3 of a given type unless otherwise noted. Mods are as listed in Laws of the Night Sabbat Guide pages 178 & 179. Please see the list below for more information.

1.) Armor - This gives the benefit as listed in Laws of the Night - Sabbat Guide page 178.

2.) Enhanced Senses - This gives the benefit as listed in Laws of the Night - Sabbat Guide page 178. As an alternative to suffering the drawback of this being a Szlachta Modificaton, the player can use this as rationale to purchase the relevant merit. [e.g. Acute Sense Sight, Acute Sense Olfactory...]

3.) Enhanced Speed - This gives the benefit as listed in Laws of the Night - Sabbat Guide page 178.

4.) Organic Weapons - Weapons mods are per limb and can be used only on limbs that have fine articulation (such as being able to write). This gives the benefit as listed in Laws of the Night - Sabbat Guide page 178.

5.) Programmed Ability - This gives the benefit and drawback as listed in Laws of the Night - Sabbat Guide page 179.

Masquerade Mods

Masquerade Mods


Our game allows for "masquerade mods" which make a given mod more Masquerade friendly. The negative drawbacks for such modifications are listed below, and are unavoidable. Failure to apply a Masquerade Mod results in the negative effect listed below, without the positive benefit of the mod. Also note that Masquerade Mods do not detract from the subject's Virtue Rating in the Self-Contrl/Instinct virtue.

Masquerade mods cover up the monstrous appearance of a modified individual. For every level of the above mod it would take equal masquerade mods to make them not noticeable. At ST discretion actions such as clothing and such may factor in to this.

1.) Armor - This gives the "Flabby" Negative Physical Trait.

2.) Enhanced Senses - Normally Enhanced Senses does not have any outwardly visible changes & would not need this, however if the sense requires one, this is available at ST discretion.

3.) Enhanced Speed - This gives the "Frail" Negative Physical Trait.

4.) Organic Weapons - This gives the "Slow" Negative Physical Trait. Do keep in mind this is per limb, as the original mod is. This also does not fix the drawback for have 3 mods on one limb.

Programmed Ability have no outwardly visible change so does not need masquerade mods.


Other Mods

Other Mods


The following are modifications that do not follow the above limit of 3, but only can be done once on a person (but can be reversed). These modifications do not suffer the penalties as given for Szlachta Modifications.

1.) Sacrifice a health level for a Physical Trait or vice versa.

2.) Moving your or another's heart in their body requires the purchase of the Misplaced Heart merit or it carries the negative trait of "Callous".



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