Difference between revisions of "Flesh of Wind and Water"
(Created page with ";Discipline Techniques Celerity 2, Vicissitude 3 Under normal conditions, a Tzimisce (or other user of Vicissitude) who seeks to reshape his own form must take the time to m...") |
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Latest revision as of 19:07, 3 January 2014
Celerity 2, Vicissitude 3
Under normal conditions, a Tzimisce (or other user of Vicissitude) who seeks to reshape his own form must take the time to mold his features and limbs into the desired shape. This makes it difficult to adapt to changing situations, such as the chaos of combat or the need for sudden disguise. Flesh of Wind and Water (so named because of the rippling effect seen in the flesh as it operates) allows the Tzimisce to make those alterations allowed by the first three levels of Vicissitude almost instantly (each use of the power takes but a single turn), without the need to physically sculpt the alterations. This power can be used on the Cainite wielding the power only; if he wishes to alter someone else, he must do so at the normal rate and with the normal methods. This power is unknown outside of the Sabbat.
System: The player spends two blood points each time this power is invoked, and must make all standard rolls required for the use of Vicissitude. He may use only a single Vicissitude power per use of Flesh of Wind and Water. Thus, if he wanted to use both Fleshcraft and Bonecraft on himself, he would have to use Flesh of Wind and Water twice, requiring a total of four blood points, two rolls and two turns.
Experience Cost: 21