Post by Triple 7 on Feb 23, 2019 14:53:48 GMT -8
DISCIPLINES
Most of the Disciplines are as written, but a good number of them require clarification for instances that are vague or confusing. Below you will find these instances explained. The biggest differences is our decision to limit Out of Clan Disciplines to Level 3. We chose this to preserve your character's unique build for strengths and weaknesses. We want the Clans to shine here and separate themselves from the others for a reason.
Cannot be Learned: Daimoinon, Flight, Ogham, Sanguinus, Spiritus, and Visceratika.
DESCRIBING THE DISCIPLINES
ANIMALISM
AUSPEX
CELERITY
CHIMERSTRY
DEMENTATION
DOMINATE
FORTITUDE
NECROMANCY
OBFUSCATE
OBTENEBRATION
POTENCE
PRESENCE
PROTEAN
QUIETUS
SERPENTIS
THAUMATURGICAL COUNTERMAGIC
NECROMANCY
VICISSITUDE
VISCERATIKA
Most of the Disciplines are as written, but a good number of them require clarification for instances that are vague or confusing. Below you will find these instances explained. The biggest differences is our decision to limit Out of Clan Disciplines to Level 3. We chose this to preserve your character's unique build for strengths and weaknesses. We want the Clans to shine here and separate themselves from the others for a reason.
Cannot be Learned: Daimoinon, Flight, Ogham, Sanguinus, Spiritus, and Visceratika.
DESCRIBING THE DISCIPLINES
ANIMALISM
- Animalism 1 (Feral Whispers): According to Pg. 133, V20; under Animalism 6 (Species Speech), "The basic power Feral Whispers (Animalism 1) allows characters to communicate with only one animal at a time." This Discipline can be used in a Clinch or Hold maneuver.
- Animalism 2 (Beckoning): Success on this roll is a variable to be determined by plausible environment dynamics. What that means is the relationship between setting and species matters. If you're in the forest and you call for a crocodile, it might be a while before that crocodile reaches you. Regardless of the species, setting, or environment; it will take time for animals to answer the call of the wild. At minimum, we're looking for three rounds until your animals arrive if they are close. If the animals are far away or the beckoning doesn't make sense for the environment, you're looking at closer to ten rounds or more. This Discipline can be used in a Clinch or Hold maneuver.
- Animalism 3 (Quell the Beast): This Discipline can be used in a Clinch or Hold maneuver.
- Animalism 4 (Subsume the Spirit): While the Vampire is riding the animal, they will use the physical stats for the animal listed on Pg. 388-391, V20; unless they are subsuming the spirit of a Retainer. In that case they revert to our Retainer house rule mechanics. Social Mental rolls will be based on the actual Vampire's stats. Regarding Animalism 2 (Beckoning), the animal you are subsuming will not be beckoned since your mind is dominant rather than the animal's. This Discipline can not be used in a Clinch or Hold maneuver.
- Animalism 5 (Drawing out the Beast): This Discipline can be used in a Clinch or Hold maneuver.
AUSPEX
- Seeing the Unseen: Per Pg. 142, V20; Seeing the Unseen is only used when a character is actively trying to pierce an illusion/Obfuscate. You must have Auspex 1 activated to enable this feature.
- If Auspex is lower than the defender’s powers, the defender automatically wins.
- If Auspex is higher than the defender’s powers, the Auspex user makes a Perception + Awareness, Difficulty 7 minus the number of dots Auspex exceeds the defender’s dots.
- If Auspex equals the defender’s powers, a contested roll is performed. Auspex user rolls Perception + Awareness, defender rolls Manipulation + Subterfuge, both at Difficulty 7. Higher number of successes wins.
- Auspex 1 (Heightened Senses): This discipline lowers the difficulty on Alertness rolls only. (No lower than 2, a 1 will always be a failure on a die). This power can also be used to see if the character perceives a threat. In this case, rolls of the character’s unmodified Auspex rating are made; applying whatever difficulty the ST feels best suits the circumstances. This Discipline can be used in a Clinch or Hold maneuver.
- Auspex 2 (Aura Perception): When looking at a subject for Diablerie, Daydreaming, Frenzied, Psychotic, Ghoul, Revenant, Dhampir, Magic Use (Hermetic, Necromancy, Abyssal Mysticism, Infernal), Werebeast, Ghost, or Faerie; 3 Successes are required to recognize the color patterns on their aura. Infernal magic use has a distinctive taint upon it that is different from the others. (You'll need the Merit: Infernal Lore to recognize what sigil they're displaying.) If using the cursory aura scan of a large area option; the Auspex user must declare what type of aura they're looking for. (Shade only, Wraiths, Werebeasts, anyone who might be nervous or afraid, etc.. are a few examples.) While attempting to detect Wraiths that are incorporeal and out of their fetters, a cursory aura scan of a large area is needed to notice the weak, intermittent auras it talks about in the side bar on Pg. 136, V20. As our Wraiths don't use conventional character sheets, we will not be using the predetermined rolls they suggest. Instead; it will be a contested roll of the Wraith's Stealth, Difficulty 6 against the Auspex user's previous Auspex 2 activation roll. This Discipline can be used in a Clinch or Hold maneuver.
- Auspex 3 (Spirit's Touch): At the 5 Successes mark, Characters will gain vivid memories of the item (typically something relevant to the storyline with a purpose) similar to how it is depicted in Vampire the Masquerade - Swansong. This Discipline can be used in a Clinch or Hold maneuver.
- Auspex 4 (Telepathy): As is written on Pg. 137, V20. You cannot hold conversations mentally with Supernaturals. That is the focus of Auspex 6 (Telepathic Communication). When dealing with mortals, no Willpower is needed to project or acquire thoughts. 1 Success is fine for communicating surface thoughts and flowing images; 5 Successes is needed to determine deep secrets. Every success after that is an additional secret they're hiding. What constitutes a "deep secret"? Anything that could harm the Character if it got out (Flaws, true identities when it comes to Alternate Identity, plots to assassinate folks, Derangements, feeding restrictions, etc). You'll need to get with the Storyteller to determine what they uncover and is clearly subject to the Character you're telepathically probing. What is a deep secret to one may not be to another. It is subjective. When dealing with Supernaturals it is similar, but you need to spend Willpower for every action (roll) to acquire information, but not to project your own thoughts. Please keep in mind that this isn't a flowing conversation, but rather a stream of thoughts and images similar to your own way of thinking with internal monologue. This Discipline can be used in a Clinch or Hold maneuver.
- Auspex 5 (Psychic Projection): Kindred may employ all Animalism 1-5, Chimerstry 1 & 5, Dementation 1 & 3, Dominate 1-4, Necromancy, Obfuscate 1-5 (Can only use Obfuscate 3 if remaining the same Appearance rating.), Obtenebration 2, Presence 2 & 5, Protean 1, Serpentis 1, Thaumaturgy, and similar non-corporeal powers she has provided the initial roll for Psychic Projection has at least 3 Successes. Clearly this excludes anything requiring physical touch as your body remains wherever you left it when projecting your psychic form. This also means that you may not spend Blood Points to activate Disciplines, which is why we have tried to specifically call out certain Disciplines. In the case of Necromancy and Thaumaturgy; you are limited but the schools of Blood Magic are too vast to simply label here. Please get with your Storyteller to determine what is allowed for Blood Magic.
CELERITY
- If spending blood to perform extra actions, your Celerity does not get taken away from your Initiative rating for the current turn or the next turn.
- This Discipline can be used in a Clinch or Hold maneuver.
CHIMERSTRY
- Chimerstry 1 (Ignis Fatuus): To imitate someone's voice patterns, you must previously make a Perception + Alertness, Difficulty 6 roll with at least 3 Successes to be perfect copy. This Discipline can be used in a Clinch or Hold maneuver.
- Chimerstry 2 (Fata Morgana): This Discipline can be used in a Clinch or Hold maneuver.
- Chimerstry 3 (Apparition): This Discipline can be used in a Clinch or Hold maneuver (a Willpower roll for concentrating during a complicated action applies).
- Chimerstry 4 (Permanency): This Discipline can be used in a Clinch or Hold maneuver.
- Chimerstry 5 (Horrid Reality): This Discipline can be used in a Clinch or Hold maneuver.
DEMENTATION
- Dementation 1 (Passion): Will cause a -/+2 Difficulty reduction or increase against frenzy, Virtue, or rolls to resist Presence. The target must be experiencing the emotion to be weakened or dulled before they're effected. This Discipline can be used in a Clinch or Hold maneuver.
- Dementation 2 (The Haunting): Will impose a -2 Dice Pool penalty only when effected by the apparitions to represent the "particularly eerie" portions discussed in the description. This Discipline can be used in a Clinch or Hold maneuver.
- Dementation 3 (Eyes of Chaos): This Discipline can be used in a Clinch or Hold maneuver.
- Dementation 4 (Voice of Madness): Successes from the invoked roll will affect those with lower Willpower ratings first. The base Difficulty to resist Frenzy or Rötschreck is Difficulty 6. This Discipline can be used in a Clinch or Hold maneuver.
- Dementation 5 (Total Insanity): This Discipline can be used in a Clinch or Hold maneuver.
DOMINATE
- Per Pg. 152, V20; the target (anyone) of Dominate is allowed an "avoid eye contact" roll. We will use Willpower, Difficulty of the Dominate user's Manipulation + Intimidation as a base roll; mitigated by the circumstances detailed in the side bar on the same page. If resisting Dominate in this method; the roll will be contested against the Dominate user's activation roll and ties will as always go to the defender (the target). Note: Dominate users may still use Dominate without eye contact, but that makes the resistance roll at -3 Difficulty to represent the "eyes being completely unseen (such as with a thick blindfold or having her eyes torn out.) This reflexive roll isn't strictly to see if your target is meeting your gaze physically, it represents how well that gaze is met. It means that anyone is afforded this roll regardless of experience, age, species, Nature, or any other quality.
- Dominate 1 (Command): Due to the precise nature of Dominates use, only Dominate 1 (Command) may be used in combat. Levels 2-5 require more concentration and freedom of distraction than combat would allow. While in combat initiative rounds; Dominate will last per the number of successes achieved, per turn. This Discipline can be used in a Clinch or Hold maneuver. NOTE: For the contested Willpower roll, we will use -2 Difficulty to represent actively being in combat.
- Dominate 5 (Possession): Based off the description on Pg. 155, V20; the Discipline already has a resisted action involving Willpower. This will waive the usual resisted action mentioned above in red.
FORTITUDE
- This Discipline can be used in a Clinch or Hold maneuver.
NECROMANCY
- Please see the Blood Magic house rules for this Discipline.
OBFUSCATE
- Individuals actively moving under Obfuscate are given a free attack when their target is unaware. If their target has Auspex 1 actively in use; the test on Pg. 142, V20 needs to be performed. If the Auspex user is able to see the Obfuscate user but still does not know they are there; the contested Ambush roll on Pg. 274, V20 needs to be performed.
- Obfuscate use confuses the senses as it is a mental Discipline. Stealth is an active part of Obfuscate 1 (Unseen Movement); and most movement with Obfuscate defaults to those mechanics. Obfuscate 1 (Unseen Movement) has its own test should the Obfuscate user risk movement over dry leaves, puddles of water, or squeaky floorboards. Without Auspex 1 activated; you cannot hear, smell, see, or taste an individual's presence while they're actively using Obfuscate to conceal their movements. The seeing the unseen test on Pg. 142, V20 still applies.
- Obfuscate 1-5 actively confuses the minds of anyone experiencing the user. This means that if an Obfuscate user walks in front of a camera, they are still recorded or digitally captured. However, if someone is actively observing the cameras when this action happens; they will be confused and either look away from the monitor or disregard the presence of the Obfuscate user. Furthermore, if someone reviews the cameras after the Obfuscate user is no longer actively using Obfuscate, their image will be revealed to the individual watching the footage.
- Obfuscate is a mental Discipline. It works by clouding the mind, obscuring your perception. If you're in the presence of another you can't use Obfuscate 2 by just breaking line of sight. (Because it works on memory and perception. Their attention is on you regardless of line of sight.) You have to use Obfuscate 4 as that helps fog the memory as well. So, if Vampire A wanted to be revealed to Vampire B and hidden to the rest of the world you're able to use Obfuscate 2 in front of each other. You would still know the other was there and thus your perception would allow you to see them. To the rest of the world, though; they wouldn't know you were there unless you revealed yourself somehow. (Clearly this would work in crowds as well.)
- According to Pg. 184, V20; it states that "Animals and children can sometimes pierce Obfuscate." We take this to mean that it happens seldom and is very rare to encounter. As such; unless it is narratively important to the scene it won't happen. If you're looking for your pet Retainer to see through Obfuscate, consider granting them the Merit: Clear Sighted if available.
- Obfuscate 2 (Unseen Presence): According to Pg. 185, V20; it takes 3 Successes to speak quietly without breaking your Obfuscate's concealment abilities. In a similar mechanic, we will use Wits + Stealth, Difficulty 7 at 3 Successes to allow someone to enter or exit a building unseen by way of an entrance (personnel door, window, garage door) and the entrance is allowed to be closed. If locked, you'll need to unlock it first with a standard Dexterity + Larceny, Difficulty 6-9 (based on the type of lock) roll. NOTE: We will use 3 Successes as the standard for unusual circumstances regarding a threshold of how many Successes are needed to achieve something without being noticed.
- Obfuscate 3 (Mask of a Thousand Faces): As written according to Pg. 185, V20; with the clarification that this will not alter physical items on the person using it, it is only for altering the Appearance of someone.
- Obfuscate 5 (Cloak the Gathering): As written according to Pg. 186, V20; with the clarification that you're only allowed to bestow one Appearance to any group. You can't conduct multiple appearances upon individuals within the group. Blood cost for them still applies if attempting to appear more attractive than their Appearance rating provides.
OBTENEBRATION
- Each level of Obtenebration (with the exception of Obtenebration 3) must be witnessed with a successful roll to resist its terror in order to consider yourself accustomed to it. This must happen in the Chronicle and cannot be assumed to have happened in the Character's history. The exception to this are all Lasombra and their Retainers for convenience (not Player Character Ghouls), or those who have the Lore: Abyss. Once accustomed to the individual levels, you are immune to those levels from anyone employing them.
- Obtenebration 1 (Shadow Play): This has a Courage, Difficulty 8 roll related to its activation for mortals and animals witnessing this display. If they fail this one roll they will flee in terror. This Discipline can be used in a Clinch or Hold maneuver.
- Obtenebration 2 (Shroud of Night): This has a Courage, Difficulty 8 roll related to its activation for mortals and animals witnessing this display. If they fail this one roll they will flee in terror. This Discipline can be used in a Clinch or Hold maneuver.
- Obtenebration 3 (Arms of the Abyss): Takes a full turn to create and is not reflexive. Use of those arms in subsequent actions is reflexive. Usage of Obtenebration 3 may not stack; the first activation must fully disperse before you can conjure forth additional arms. Arms of the Abyss have mass, they're solid and six feet in length at minimum. While they can take any form you would like, they will not be able to be concealed beneath clothing, but can be created from any darkness. Obtenebration 3 does not count toward Multiple Opponents. If using constriction as it discusses in the description with the Arms of the Abyss; the target is considered to be an immobilized (i.e., held by something or someone) but still struggling target per the definition found on Pg. 279, V20. They will not fall under the standard Clinch or Hold maneuver rules found on Pg. 276, V20 which are meant for standard Brawl actions. This Discipline can be used in a Clinch or Hold maneuver.
- Obtenebration 4 (Black Metamorphosis): This has a Courage related component for mortals, animals, and other creatures who aren't accustomed to this sort of display and must make a Courage, Difficulty 8 roll with 5 Successes needed. "Accustomed to" for us means that your Character has witnessed these levels in action before and successfully rolled previously. If your Character successfully witnesses these levels, you'll need to tag "ECN Storyteller" for us to annotate this success on your sheet. This Discipline can be used in a Clinch or Hold maneuver.
- Obtenebration 5 (Tenebrous Form): This a Courage related component for mortals, animals, and other creatures who aren't accustomed to this sort of display must make a Courage, Difficulty 8 roll with 5 Successes needed. "Accustomed to" for us means that your Character has witnessed these levels in action before and successfully rolled previously. If your Character successfully witnesses these levels, you'll need to tag "ECN Storyteller" for us to annotate this success on your sheet. This Discipline can be used in a Clinch or Hold and will be counted as an automatic escape from the maneuver on the third phase.
POTENCE
- In melee and brawling combat, successes from Potence (either rolled or automatic) are applied to the damage roll results (Pg. 192, V20). Potence will not add to attack rolls.
- This Discipline can be used in a Clinch or Hold maneuver.
PRESENCE
- All Presence usage must documented in your Sheet Request thread on the Forums so that the appropriate notes can be added to the targets Character Sheet. Presence has lasting effects on characters and must be annotated to modify future Difficulty on rolls. If this doesn't happen, it will be assumed that the effect was a fluke. We need proper documentation so that timelines can be determined of effects and any future Presence 4 (Summon) roll difficulties can be determined. The Storyteller must be notified of a Botch!? or Failure.
- The option for resisting Presence powers found int he preamble on Pg. 195, V20 is an alternate method meant for general situations where Presence is used. The default method for Presence resistance can usually be found within each power's System description, but a Character may also opt to perform the alternate method after the primary has failed. If the power does not have a default described in the System, Characters can use the alternate method to attempt resistance.
- Presence 1 (Awe): Supernatural Charisma at this level is much more subtle than the higher levels. Someone influenced by Awe must roll Perception + Awareness, Difficulty 8 in order to recognize that they are under the effects of Awe. This will affect those with the lowest temporary Willpower ratings first. This Discipline can be used in a Clinch or Hold maneuver.
- Presence 2 (Dread Gaze): This Discipline can be used in a Clinch or Hold and at 3 Successes will be counted as an automatic escape from the maneuver.
- Presence 3 (Entrancement): We understand that Storytellers can't always be around to conduct the private roll it talks about on Pg. 195, V20. With that in mind, Players may make the initial roll to determine if Entrancement works or not. If successful, please document the event in your Actions in Private so that the Storyteller can make a more appropriate roll to determine the number of successes your character actually achieved. The Storyteller must be notified of a Botch!? or Failure. This Discipline can be used in a Clinch or Hold maneuver.
- Presence 4 (Summon): The character summoned must present themselves to the summoner. However that presentation is performed is freely up to the one being summoned. You are summoned to the Vampire performing the summoning, not a location. This Discipline can be used in a Clinch or Hold maneuver.
- Presence 5 (Majesty): This Discipline can be used in a Clinch or Hold maneuver.
PROTEAN
- Protean 2 (Feral Claws): Takes a full turn to grow and is considered a reflexive action. You may act with them on the next turn. This Discipline can be used in a Clinch or Hold maneuver.
- Protean 2 (Feral Claws - Mariner Variant): While they still grow claws on their hands and feet, additionally they gain webbing between their digits. This will not grant them a -2 Difficulty to climbing rolls, but instead they're given a -2 Difficulty to swimming rolls. It still requires a full turn to grow and you may act with them in the next turn. This Discipline can be used in a Clinch or Hold maneuver.
- Protean 3 (Earth Meld): We interpret the passage of "Attempts at violence upon the submerged vampire from either side return him to his physical nature" to mean anything that could effect stone (heavy machinery and other appropriate feats of strength come to mind). This Discipline can be used in a Clinch or Hold maneuver.
- Protean 4 (Shape of the Beast): This level has been changed from Revised. Please review Pg. 91, Lore of the Clans for further details on sample beasts that characters can change into. Unless an item is listed on your sheet, it will not be effected by the transformation. The Character must have true possession of an item before this mystical transformation will take place. This Discipline can be used in a Clinch or Hold and will be counted as an automatic escape from the maneuver on the third phase.
- Protean 5 (Mist Form): Similar to Protean 4; an item needs to be listed on your sheet to be effected by the transformation. The Character must have true possession of an item before this mystical transformation will take place. This Discipline can be used in a Clinch or Hold and will be counted as an automatic escape from the maneuver on the third phase.
QUIETUS
- Viziers and Sorcerers may have any variation of Quietus they choose according to Pg. 26, Lore of the Clans. But, should stick to their own caste variant and/or the Warrior caste when choosing. There will never be a time where you can have Sorcerer/Vizier Quietus in the same character concept.
- Quietus 1 (Silence of Death - Vizier Variant): Works as written on Pg. 27, Lore of the Clans. Vizier's create an area of silence in which only they can be heard. This Discipline can be used in a Clinch or Hold maneuver.
- Quietus 2 (Scorpion's Touch - Warrior's Variant): This Discipline can be used in a Clinch or Hold maneuver, but is still subjected to the "no Physical actions" rule with the exception of spitting.
- Quietus 2 (Ishtar's Touch - Vizier Variant): Works as written on Pg. 27, LotC. Players will need to annotate successes on their Actions in Private thread. This Discipline can be used in a Clinch or Hold maneuver.
- Quietus 3 (Dagon's Call - Warrior Variant): This contested roll will be conducted using a Storyteller, plan accordingly. Unless your character is actively following or monitoring the individual they're targeting, your character will not be certain of the outcome for the rolls. Your character doesn't know when to stop spending Willpower. Your character doesn't know where their Health Levels are after each roll. This Discipline can be used in a Clinch or Hold maneuver.
- Quietus 4 (Baal's Caress - Vizier Variant): We're not sure what the authors had in mind for this Discipline. You have to strike someone repeatedly until they love you. Okay, then. Also, there isn't a Resolve mechanic in this game (my PDF copy has Resolve, but the printed copy had Willpower. With that in mind, the following is implemented; after the soak roll, leftover successes will remove 1 temporary Willpower point per success. Furthermore, if the target is already bound to another vampire; she will make a reflexive Willpower, Difficulty 7 roll to resist commands from the Vizier that conflict with the wishes of her true Ragnant as she understands them.
- Quietus 4 (Baal's Caress - Sorcerer Variant): Works on Character's with the Flaw: Blind similar to how Auspex 2 works (Pg. 484, V20). Blood may be smeared on the eyes (or other senses, for conceptual design) to account for the loss of physical sight. Character's will still perceive dematerialized spirits and similar creatures as if they were material.
- Quietus 5 (Taste of Death): This Discipline can be used in a Clinch or Hold maneuver.
SERPENTIS
- Serpentis 1 (The Eyes of the Serpent): In the passage written on Pg. 209, V20; the word Cainite's refers to the one using Serpentis to affect a Vampire or other supernatural creatures. This Discipline can be used in a Clinch or Hold maneuver, but is still subjected to the "no Physical actions" rule with the exception of spitting.
- Serpentis 2 (The Tongue of the Asp): To feed from your victim, you must roll for a strike first and wound your target. After that you may drink from them as normal on the following turn. To drink additional times after this will require another strike roll to wound again. This Discipline can be used in a Clinch or Hold maneuver.
- Serpentis 3 (Skin of the Adder): This Discipline can be used in a Clinch or Hold maneuver.
- Serpentis 4 (The Form of the Cobra): Once transformed, all Perception rolls related to the sense of smell gain +2 Dice. This Discipline can be used in a Clinch or Hold and will be counted as an automatic escape from the maneuver on the third phase.
- Serpentis 5 (Heart of Darkness): Usage of this action costs a Downtime Action Request because of the precise ritualistic nature and involves specific timing to perform correctly. If you're performing Serpentis 5 on another character, that character needs to request a Downtime Action Request as well. While there isn't a roll for performing the action, it does say it needs to be done on a new moon. We work as close to real time as we can. If other than yourself; the target will be given an extended Courage, Difficulty 8 roll requiring 5 Successes without Willpower used. Failure means that you are considering a change of heart and your successes reset to 0 Success. Panic sets in, you start questioning the Follower of Set's integrity. What are their motives agreeing to this gruesome ritual surgery? A single botch on this roll means that you enter Rötschreck and we go to a private scene with everyone involved.
THAUMATURGICAL COUNTERMAGIC
- This is the only out-of-Clan Discipline that Characters are allowed to develop up to Level 5 without taking the Merit: Additional Discipline.
- This power will work against Cathayan Rites and Rituals as they are considered to be "Vampiric based", but only at halved dice pools.
- As no one has this as an in-Clan Discipline, it requires an NPC Mentor to act as a teacher for learning purposes.
NECROMANCY
- Please see the Blood Magic house rules for this Discipline.
VICISSITUDE
- Vicissitude 1 (Malleable Visage): Use of this action to raise someone's Appearance rating ignores the House Rules of needing a teacher for Appearance 4-5, but must still spend XP to increase their rating. Successes from this roll will indicate how many dots you may increase the Appearance rating, and it takes an hour per Success to perform.
- Vicissitude 2 (Fleshcraft): Use of this action in combat to disfigure your opponent is Dexterity + Medicine, Difficulty 5-7 (depending on the target of the disfigurement). Successes on this action decrease your target's Appearance rating. In addition, the disfigurement is not permanent. Due to the quick nature of the yank-and-tuck method, your Appearance score will return at a rate of 1 level per night of rest. Blood may not be used to "heal" this "damage".
When using this method to increase someone's Soak dicepool, the Vampire they're referring to in the description is the one performing the modification. This ignores the House Rules of needing a teacher for Stamina 4-5.
When using Vicissitude 2 on others, the user will cause an appropriate amount of pain to the victim according to whatever alterations were made to them in the narrative. That doesn't mean they will be injured, and thus incur damage to Health Levels. It just means that they will experience a drastic amount of pain that they have likely never experienced before. It is as if their own body has involuntarily revolted against them and the nerve endings are on fire. It will require a Willpower, Difficulty 8 roll to keep from passing out. If passing out, they will need a standard awakening roll (Perception + Auspex, Difficulty 8) to rouse themselves from the pain.
When using this Discipline level to duplicate another subject's Appearance; the Vampire will follow similar mechanics to Malleable Visage (Pg. 241, V20) in order to narrow down the precise details of that subject. They will need to roll Perception + Medicine, Difficulty 8 with 5 Successes required for a flawless copy. This Discipline can be used in a Clinch or Hold, but you may not target while within the maneuver. - Vicissitude 4 (Horrid Form): This Discipline can be used in a Clinch or Hold maneuver.
- Vicissitude 5 (Bloodform): This Discipline can be used in a Clinch or Hold, but you must convert all of your Character to blood to be counted as an automatic escape from the maneuver.
VISCERATIKA
- Visceratika 1 (Skin of the Chameleon): Anything faster than a glide during flight negates this power's effect.