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Difference between revisions of "Apparitionem (WoD)"

 
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== Discipline Description ==
== Discipline Description ==
Apparitionem is the Clan Senya discipline. The name being the accusative singular of the latin word ''appāritiō'' meaning appearance and, as the name implies, revolves around the Senya's ability to alter their appearance and form. Up until the dark ages, it was known as '''Εμφάνιση (Εmfánisi)''' and the different powers likewise had Greek titles. When Senya Lorekeepers began actually studying the power in detail during the Dark Ages after the first Grand Conclave, Latin was the more common scholarly language. Over time, as the class expanded during the late Byzantine Empire and Middle Ages, into the Renaissance era, the original Greek name for the Discipline and its powers fell out of favour as Parents preferred using the more common Latin language for traditional usage, and the Greek ones for formal usage, at best. In the modern nights when referring to non-speakers of Latin, including Adoptees who may not have learnt the classical languages, English language versions of the name are commonly used instead. In some respects, the approximate age of a Senya can be determined simply by noting whether they use the original Greek or Latin name for the Discipline and its powers.
Apparitionem is the [[Clanbook_Senya_(WoD)|Clan Senya]] discipline. The name being the accusative singular of the latin word ''appāritiō'' meaning appearance and, as the name implies, revolves around the Senya's ability to alter their appearance and form. Up until the dark ages, it was known as '''Εμφάνιση (Εmfánisi)''' and the different powers likewise had Greek titles. When Senya Lorekeepers began actually studying the power in detail during the Dark Ages after the first Grand Conclave, Latin was the more common scholarly language. Over time, as the class expanded during the late Byzantine Empire and Middle Ages, into the Renaissance era, the original Greek name for the Discipline and its powers fell out of favour as Parents preferred using the more common Latin language for traditional usage, and the Greek ones for formal usage, at best. In the modern nights when referring to non-speakers of Latin, including Adoptees who may not have learnt the classical languages, English language versions of the name are commonly used instead. In some respects, the approximate age of a Senya can be determined simply by noting whether they use the original Greek or Latin name for the Discipline and its powers.


At lower levels, this grants the Senya the ability to alter aspects of their appearance and form such as hair and skin colouration, voice, and at proficient levels even change the form completely into any style or gender the Senya desires. At the higher levels of mastery, it allows more supernatural changes, boosting the natural kindred ability to use vitae for healing and physical empowerment to make even more dramatic changes to enhance the form or regenerate damage.
At lower levels, this grants the Senya the ability to alter aspects of their appearance and form such as hair and skin colouration, voice, and at proficient levels even change the form completely into any style or gender the Senya desires. At the higher levels of mastery, it allows more supernatural changes, boosting the natural kindred ability to use vitae for healing and physical empowerment to make even more dramatic changes to enhance the form or regenerate damage.
When a Kindred uses Apparitionem to alter mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Apparitionem as though they were aggravated wounds. A wielder of Apparitionem can always reshape her own form. Nosferatu always “heal” Apparitionem alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Apparitionem. The same applies to permanent physical deformities from the Gangrel Clan weakness.


Elder Senya, with true mastery of the discipline, are said to be able to transform themselves for even more powerful supernatural effects such as taking bestial and non-human forms; or affect others through their appearance such as the famed Gorgons of Greek mythology, whose appearance could turn onlookers to stone.
Elder Senya, with true mastery of the discipline, are said to be able to transform themselves for even more powerful supernatural effects such as taking bestial and non-human forms; or affect others through their appearance such as the famed Gorgons of Greek mythology, whose appearance could turn onlookers to stone.
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== • Sine Qua Non (Without Which, Nothing) ==
=== Permanency ===
'''Dark Ages Name:''' Χωρίς Tίποτα, Tίποτα (Chorís Típota, Típota)
When a Kindred uses Apparitionem to alter herself, mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Apparitionem as though they were aggravated wounds. A wielder of Apparitionem can always reshape her own form. Nosferatu always “heal” Apparitionem alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Apparitionem. The same applies to permanent physical deformities from the Gangrel Clan weakness.


At this stage the character learns the essentials of understanding forms, and how to alter them. She is capable of making minor alterations such as height, build, voice, facial features, and skin tone, among other things colouration and pigmentation, and slightly stretch or contract skin and hair, but not alter her structure in a drastic enough way to be completely unrecognisable to those that know her, or be able to mimic others.  
=== Body Crafts ===
Apparitionem requires expansive knowledge of the human body, the kind usually only available through Medicine. Vampires who wish to use Apparitionem well often specialize their knowledge of medicine in an art known as Body Crafts. This specialization enables its possessor to make all manner of alterations as though a gifted plastic surgeon. It also gives insight into more mundane techniques; many Senya are skilled at bone-carving, embalming, taxidermy, tattooing and piercing.  


Within these limitations, the control can be very detailed. A character could grant herself different colour  eyes, imitate a “bikini tan”, turn her hair a different colour (even natural colour with different colour highlights); darken or lighten skin tone to imitate tan complexion or a different ethnicity, and/or stretch or contract skin wrinkles to appear a few years younger or older.  She can also make herself look up to a foot (30 cm) taller or shorter, and older or younger (e.g. a Senya embraced as a teen could look like an old version of themselves). This power also allows characters on Paths of Enlightenment to use the Blush of Life.  
The Children of the Dark, not particularly given to the art of healing, have developed an alternative: Body Crafts. Body Crafts is a unique Skill (not to be confused with the more generalized Crafts Skill) that combines knowledge of vivisection, anatomy, taxidermy, scarification, tanning, and sculpting into a new kind of artisan Ability. Its primary purpose is to augment the application of Apparitionem.


Learning about how the form works and changes also allows the character to be able to recognise if others have been altered in any way – e.g. cosmetic surgery, tattoos, piercings, shape-changing disciplines such as Protean, Vicissitude, Apparitionem or possibly recognise shapeshifters such as Lupines.
== • Causae Mutationum (Malleable Alterations) ==
'''Dark Ages Name:''' ελαστικές αλλοιώσεις (elastikés alloióseis)


'''System:''' The character must spend a blood point for each body part to be changed, then roll Intelligence+Medicine (difficulty 6) whilst taking a symbolic physical action to make the change, such as pulling her hair to make it longer.  
At this stage, the character learns the essentials of understanding forms, and how to alter them. She is capable of making minor alterations such as height, build, voice, facial features, and skin tone, among other things colouration and pigmentation, and slightly stretch or contract skin and hair, but not alter her structure in a drastic enough way to be completely unrecognisable to those that know her, or be able to mimic others.  


The ability to sense body alterations requires staring at the subject for a few seconds and making a Perception+Awareness (difficulty 8) roll. Each success indicates how she sees and understands as indicated by the table below. This can be an extended action, taking more time to gain more successes. A failure yields no prevailing impression and ends the current examination. A botch provides false or erroneous information.  
Within these limitations, the control can be very detailed. A character could grant herself different colour eyes, imitate a “bikini tan”, turn her hair a different colour (even natural colour with different colour highlights); darken or lighten skin tone to imitate tan complexion or a different ethnicity or make herself look up to a foot (30 cm) taller or shorter. She can even stretch or contract skin wrinkles to appear a older or younger (e.g. a Senya embraced as a teen could look like an older version of themselves).  


{| border="0" style="color:white; background-color:#cc0000;"
'''System:''' The character must spend a blood point for each body part to be changed, then roll Intelligence+Medicine/Body Crafts (difficulty 6) whilst taking a symbolic physical action to make the change, such as pulling her hair to make it longer. Increasing one’s Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one. As using this power requires sensing and modifying forms, it also grants the vampire the ability to make a Perception+Awareness roll (difficulty 8) to sense another person’s form – allowing Senya to recognise others they know by recognising a person’s “base form” even if they are in disguise or rendered unidentifiable by conventional means. This power must be used once to sense a form, before they can be recognised in the future by the use of this power. This power also allows characters on Paths of Enlightenment to use the ''Blush of Life'' as though they had Humanity equal to their Path rating.
|-
| 1 success|| Can sense if body alterations have been made, and the general scope of change
(e.g. identify tattoos or cosmetic surgery to the face, but not precisely what changes).
|-
| 2 successes|| Can distinguish changes in detail (e.g. identify specific cosmetic surgery, piercings or tattoos in detail, such as “Prince Albert piercing” and “rose tattoo on left butt cheek”) and if the changes were made by supernatural means (but not the power used).
|-
| 3 successes|| Can recognise if the subject is able to modify their form (e.g. Lupine, Vicissitude, Protean) but not source of power (i.e. know they can change, but not how).
|-
| 4 successes|| Can also identify the subject’s shapeshifting or body crafting capabilities, identifying not just that they are/have been shapeshifted.
|-
| 5 successes|| Gain ability to identify the target in the future with a single success of this power, regardless of form or appearance currently held.
|}


This ability cannot be used against those concealed with Obfuscate, such as to penetrate the ''Mask of a Thousand Faces'' Obfuscate power, as Obfuscate functions by clouding the mind and perceptions, whilst this power identifies only the metaphysical changes to the body. Therefore, a Senya affected by Obfuscate who uses this power would see what their mind believes they see – the effects of Obfuscate. Characters can use this power over time on a subject and on achieving 10 extended successes, can familiarise themselves with that form for future identification regardless of form; e.g. recognise a wolf they see as being a Gangrel ally of theirs, or recognise a Senya phantom they know who is masquerading as a Sabbat.
== •• Regeneratio (Regeneration) ==
'''Dark Ages Name:''' Αναγέννηση (Anagénnisi)


== •• Vocalis Imitationis (Vocal Mimicry) ==
Senya warriors are renown for their durability, and Regeneration is a reason for that. Regeneration allows a character to enhance her ability to repair damage to herself by reshaping damaged areas to facilitate their use of vitae to heal. The character can both heal faster and regenerate lost limbs – although they cannot regenerate damage that causes Final Death or cure supernatural infections or diseases (although it can repair the physical damage caused by these sources).  
The character is able to mimic with uncanny accuracy any sound that can conceivably be produced by any living creature, including specific voices, animal sounds, or limited sound effects. So long as he has heard the sound at least once, and the human throat is capable of producing the sound, then the character can reproduce it. Alternately, the character may simply alter his/own voice for disguise or effect.


'''System:''' Spend a blood point. If used as a form of vocal disguise, Mimicry reduces the difficulty of Subterfuge checks to avoid vocal detection (including lie detectors that work on sound); or Expression or Performance checks where vocal ability may influence (e.g. if singing, imitating accents or faking emotions) by -2 (to a minimum difficulty of 4). No activation roll is required for this use of this power.
'''System:''' The character can heal herself during combat without requiring the usual turn of concentration, and so healing does not consume the character’s combat turn. Any blood points spent healing counts against the normal per-turn blood expenditure limit. Out of combat, the character can instead spend a blood point and make a Wits + Medicine/Body Crafts (difficulty 8) roll. Each success heals one level of lethal or bashing damage, although each wound level healed requires one minute of uninterrupted work.  


If trying to specifically imitate another person, Roll Perception+Subterfuge and consult the table below to see the results. The difficulty depends on how able the player is to study the original source. If the Vampire has heard the target speaker or sound for at least a few minutes so that she can pick out the varied inflections and accents, the difficulty is 6. If she studies an electronic copy (e.g. audio recording or movie) the difficulty is 7. If the player has only heard  a brief example of the target voice, the difficulty is 8. If the player has only received a description, the difficulty is 9. And if the player has never heard the source sound, or received a description, the difficulty is 10.
Finally, the character is able to heal a number of aggravated damage levels per day equal to her Apparitionem level without requiring the expenditure of Willpower points. This alone enables Senya kindred to recover from aggravated wounds far faster than other kindred whilst still preserving their Willpower.


: Botch         - Not only does the character fail to emulate the voice she’s attempting, but she actually damages her vocal apparatus in the attempt. She suffers one point of bashing damage and cannot attempt this power again until she heals the wound.
== ••• Mutare Forma (Alter Form) ==
: Failure - Failure indicates that there is insufficient change made to give any real effect. E.g. the character may sound like she has a sore throat, but can be readily identified by anyone who would normally recognise her voice.
'''Dark Ages Name:''' Αλλάξτε τη φόρμα (Alláxte ti fórma)
: '''1 Success''' - Those unfamiliar with the target voice or sound effect may be deceived.
: '''2 Successes''' - Casual acquaintances and basic/home voice-analysing systems can be deceived.
: '''3 Successes''' - Close friends and commercial voice-analysing security systems can be deceived.
: '''4 Successes''' - Loved ones or exert-level voice-analysis security systems can be deceived.
: '''5 Successes''' - The subjects’ Perception is considered one less than normal for the purposes of determining who is fooled. Even the most complex voice-analysing security system can be deceived.


The number of successes the character acquires on the roll is compared to the Perception of each listener. If the number of successes exceeds a given listener’s Perception, that target is affected by the power and fooled into identifying the voice as the character intends. If a subject’s Perception is equal to or higher than the number of successes, he is unaffected. Every individual who hears the character using this power must compare his Perception against the number of successes accumulated to see if he is fooled or not — as the changes to the vocal apparatus are physical in nature, the character cannot attempt to single out a listener in a crowd and deceive him alone unless she whispers low enough to not be overheard.
The character’s ability to alter his own form is complete and can now alter the structure and makeup of his body; altering and compressing or expanding flesh and bone, size, shape and structure and even changing their physical sex. This allows the character to change his form or voice into that of any other form he can envision, as long as it falls within the range of human possibility.  
 
Those individuals whose Perception is exceeded by three successes or more will actually show a preference for the imitated voice when comparing it to the original voice. For example, a child hearing his real father calling from one tunnel, and a Vampire impersonating his father’s voice in another would head toward’s the impersonator with the belief it is the proper voice.
 
Additionally, if this power is used by Kindred with the Animalism Discipline, it reduces the difficulty of Animalism rolls to control animals by –1 per success (to a minimum difficulty of 4).
== ••• Mutare Forma (Alter Form) ==
The character’s ability to alter his own form improves and can now alter the structure and makeup of his body; altering flesh and bone, size and structure and even gender. This allows the character to change his form into that of any other human form he can envision. For example, a male 6’2”, muscular, brown-haired, brown-eyed character could use this power to become a skinny, 5’0”, ginger-haired, blue-eyed and freckled skin female. The power, if used on yourself, lasts until you choose to revert. If used on mortals, ghouls and vampires of a higher Generation the power is permanent. Vampires of equal or lower Generation can choose to “heal” unwanted changes with the expenditure of a willpower point and a blood point. Nosferatu always “heal” alterations that would make them look better.


'''System:''' Spend a blood point for each body part to be changed, then roll Intelligence+Medicine to change form (difficulty 6). This action requires one turn per body part to be changed as well as physically coaxing your form to change (such as pulling on earlobes to change shape) as though sculpting flesh and bone. This physical action is more of a focus tool than an actual physical change.  
'''System:''' Spend a blood point for each body part to be changed, then roll Intelligence+Medicine /Body Crafts to change form (difficulty 6). This action requires one turn per body part to be changed as well as concentration and symbolic actions to your form to change (such as pulling on earlobes to change shape) as though “repainting” their form. This action is more of a focus tool than actual physical manipulation. A failed roll results in a failed attempt and the blood spent is lost. A botch on this check, however, causes the Senya to take one level of lethal damage from the pain, as well as the failure to make the change, and loss of any blood spent. A Senya who wishes to increase another’s Appearance Trait does so as described under Malleable Alterations; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases or reduces the Attribute by one.


If using this power to duplicate the appearance of another person, a Perception+Medicine roll (difficulty 8) is required and five successes for a flawless copy; fewer successes leave minute (or not-so-minute) flaws (see table below). Increasing one’s Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one. Each success decreases the difficulty of relevant checks to see through your disguise by 1. For example if pursued by guards, a character achieving 3 successes would benefit from having a -3 difficulty to Stealth or Subterfuge checks to identify/spot him. If impersonating a lover or family member, the Subterfuge rolls to pretend to be the person mimicked is lowered.
If using this power to mimic another, a Perception+Medicine /Body Crafts roll (difficulty 8) is required and five successes for a flawless copy; fewer successes leave minute (or not-so-minute) flaws.  


''Mimic Chart:''
Additionally, the vampire's fine control over her form now allows her to use the ''Blush of Life'' (even those on Paths of Enlightenment) as though she had humanity 10 for the purpose of appearing mortal. That is, Blush of life makes her appear as a mortal in good health, allows her to heal superficial damage as though mortal, in addition to vampiric mending, have and enjoy sexual intercourse as if mortal, have tears and sweat that appear normal for mortals, and allows her to taste, eat, and enjoy food and drink as if mortal for the scene before she must heave it back out. The usual penalties and restrictions for acting during the daytime or sunlight damage remain unchanged, as does the blood point cost of using Blush of Life.
: '''Botch''' - Failure to take form; take one lethal damage
: '''Failure''' - Fail to take form (e.g. failed impersonation) as desired
: '''1 success''' - Marginal success, strangers may be fooled
: '''2 successes''' - Adequate success, casual acquaintances would be fooled
: '''3 successes''' - Total success, friends would be fooled. You could pass a paternity test or show DNA match equal to a sibling.
: '''4 successes''' - Incredible success, even best friends would be fooled. DNA tests show 9/13 matches, equal to a twin.
: '''5 successes''' - Unbelievable success, loved ones and family would be fooled. DNA tests show 13/13 matches.


Any changes made remain permanently, but you can spend a willpower point to revert your body to its tabula rasa form at any stage.
== •••• Corpus Detritus (Sculpt Body) ==
'''Dark Ages Name:''' Mορφή Γλυπτικής (Morfé Glyptikís)
== •••• Augendae Forma (Enhance Form) ==
The character’s ability to alter her body is not limited to just cosmetic changes, but can now make utilitarian changes. The character is able to add or reduce bulk and density, allowing them to quickly shift around skin, fat and muscle or boost the ability of their blood to temporarily enhance physical attributes more effectively than other Kindred.


'''System:''' This power enhances the character’s ability to empower their physical attributes, allowing them to raise two points in physical attributes, or one point in appearance for every blood point spent. Normal expenditure limits and trait maximums for generation apply, with the exception that physicals raised above the limit last for 6 turns instead of the normal 3.  
The Senya is no longer limited to simply modifying forms within the boundaries of normal human range, and is now able to make cosmetic changes beyond the mortal norm, and remould flesh and muscle with the use of vitae to change or enhance physical capabilities (or that of others).


This power can also be used to move around clumps of skin, fat and muscle tissue, and alter bone density, to provide additional power, padding or agility where needed. Spend one blood point and roll Intelligence+Medicine roll (difficulty 6). For each success scored, the character may increase a subject’s (or her own) Strength, Stamina or Dexterity by one, at the expense of either a point of another physical attribute, the appearance attribute or a health level (character’s choice). So for example a character scoring 2 successes could choose to make herself or an ally stronger and tougher (+1 Strength and Stamina) at the cost of 1 Appearance and a Health level. Attributes raised this way cannot be raised above the normal trait maximum, and cannot be reduced below 1.  
'''System:''' The vampire gains three improvements to their use of the Alter Form and Regeneration powers:
* When using Alter Form the vampire can now make detailed alterations to colouration such as skin, eyes or hair, beyond the normal human scope. This can be used to grant violet eyes, detailed tattoos or green hair with purple highlights. At the Storyteller’s discretion, this can be used to gain circumstance bonuses, such as chameleon-like camouflage (-1 difficulty to stealth checks in an appropriate environment) or making the whole body appear like menacing tattoos or lizard-like (-1 difficulty to intimidate checks). This application of this power has no cost beyond the normal for use of Alter Form.
* When using Alter Form the vampire is now able to reassign physical attributes. For example, a vampire that has Strength 3, Dexterity 2, Stamina 3, could reshuffle the attributes to Strength 1, Dexterity 5, Stamina 2 to be more efficient in a firefight. This costs one blood if affecting two attributes, or two blood points if all three are affected but only takes one turn to activate regardless. Attributes cannot be improved using this power beyond their combined total, nor above their normal trait maximum or reduced below 1. If used as an attack, the vampire makes a Dexterity + Medicine attack roll (difficulty 6) which can be dodges as normal. Each success allows reassigning of 1 attribute point.
* Just as Regeneration allows the vampire to be able to use their vitae and form changing ability to heal more speedily and efficiently, the vampire is now able to make body alterations whilst using vitae to enhance her own physicals, making the effort more efficient. When spending blood points on increasing Physical Attributes, each blood point spent now increases two attributes by one (or one attribute by two points) instead of one attribute point per blood point spent. The duration and limits for spending blood to increase her Physical Attributes still apply as normal.


Both uses of this power last for the scene (except for when blood-empowering above the trait maximum).
== ••••• Reicio Perniciosa (Defy Bane) ==
'''Dark Ages Name:''' Προκαλώ Συμφορά (Prokaló Symforá)


== ••••• Regeneratio (Regeneration) ==
By preparing themselves with an expenditure of blood, the Senya can empower themselves to be temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death. With this power, Senya may briefly walk in brightest sunlight without fear, the sunlight searing his Blood and not his flesh, or using their blood to resist grievous wounds as they are inflicted.
Senya warriors are renown for their durability, and this power is a reason for that. The character’s ability to alter her body makes her incredibly effective in repairing damage to herself and is able to heal damage in others as though healing herself. With this power the character can both heal faster and regenerate lost limbs – though it cannot prevent Final Death or cure supernatural infections or diseases (although it can repair damage caused by these sources).  


'''System:''' The character can heal herself during combat without requiring either the normal turn of concentration, or a roll, and therefore does not risk wasting vitae. Healing this way is not considered an action, although any blood points spent healing counts against the normal per-turn blood expenditure limit (e.g. if also using a discipline that requires expenditure of vitae).
'''System:''' The vampire may reflexively spend one blood point whenever the vampire is exposed to sunlight. Until the vampire exhausts his blood pool, he need not make Rötschreck rolls. Such damage is treated as damage dice pool and rolled, rather than applied as automatic damage, and can be soaked normally if the vampire also has Fortitude. Each level of damage taken burns one point of the vampire’s blood pool rather than inflicting actual wounds; once the vampire runs out of blood, he suffers damage normally and must fear Rötschreck as normal.  


Out of combat, the character can spend a blood point and rolls Wits+Medicine (difficulty 8). Each success heals one level of lethal or bashing damage; with 5 successes healing a single aggravated level. Using the power this way requires one minute of uninterrupted concentration per wound level to be healed. This aspect of the power may be used on other subjects
The vampire may also reflexively spend one blood point whenever struck by an attack dealing aggravated damage, and roll Wits+Medicine (Difficulty 6). For the remainder of the scene, each success gained converts a level of aggravated damage taken into bashing damage. This damage, although bashing, cannot be healed for the rest of the scene, and this power can only be employed for this purpose once per scene.


As a final advantage, the character is able to heal a number of aggravated damage levels per day equal to her Apparitionem level without requiring expenditure of willpower points. This means that most Senya can heal 5 aggravated damage per day, and elder Senya even greater levels of aggravated damage, before requiring the expenditure of willpower. This alone allows Senya kindred to recover from aggravated wounds far faster than other kindred whilst not draining their willpower in the endeavour.


[[Category:GM/Fenton]]
[[Category:GM/Fenton]]

Latest revision as of 22:14, 6 May 2020

Discipline Description

Apparitionem is the Clan Senya discipline. The name being the accusative singular of the latin word appāritiō meaning appearance and, as the name implies, revolves around the Senya's ability to alter their appearance and form. Up until the dark ages, it was known as Εμφάνιση (Εmfánisi) and the different powers likewise had Greek titles. When Senya Lorekeepers began actually studying the power in detail during the Dark Ages after the first Grand Conclave, Latin was the more common scholarly language. Over time, as the class expanded during the late Byzantine Empire and Middle Ages, into the Renaissance era, the original Greek name for the Discipline and its powers fell out of favour as Parents preferred using the more common Latin language for traditional usage, and the Greek ones for formal usage, at best. In the modern nights when referring to non-speakers of Latin, including Adoptees who may not have learnt the classical languages, English language versions of the name are commonly used instead. In some respects, the approximate age of a Senya can be determined simply by noting whether they use the original Greek or Latin name for the Discipline and its powers.

At lower levels, this grants the Senya the ability to alter aspects of their appearance and form such as hair and skin colouration, voice, and at proficient levels even change the form completely into any style or gender the Senya desires. At the higher levels of mastery, it allows more supernatural changes, boosting the natural kindred ability to use vitae for healing and physical empowerment to make even more dramatic changes to enhance the form or regenerate damage.

Elder Senya, with true mastery of the discipline, are said to be able to transform themselves for even more powerful supernatural effects such as taking bestial and non-human forms; or affect others through their appearance such as the famed Gorgons of Greek mythology, whose appearance could turn onlookers to stone.

Tremere attempt to raise alarm by suggesting a theoretical link between Apparitionem and the Clan Tzimisce discipline of Vicissitude; and although Senya Lorekeepers admit there is some similarity in the fact that both allow alteration of the form at a metaphysical level, Apparitionem is about modifying the overall form within natural or prodigious transmutations, whilst Vicissitude is about unnatural physical transmutations. Senya scholars instead claim there more similarity between Apparitionem and the Gangrel discipline of Protean, except whilst Protean focuses on animal transmutations, Apparitionem focuses on human form transmutations. This argument is given weight by the fact that there is notable overlap between elder generation mastery of Protean and Apparitionem, with similar or relatable powers - Protean allowing supernatural modifications to the form that would typically be more thematically appropriate in Apparitionem; whilst Apparitionem masters are able to take animal and mythical beast forms that thematically are more appropriate for Protean. Noddist scholars also point out that according to the Book of Nod, the antediluvian founders of both Clan Gangrel and Senya were embraced by Zillah, Caine's wife and one of the second generation - and therefore it is feasible that both disciplines are distilled versions of an original discipline Zillah may have had (and presumably died with her) much as it is claimed by the True Brujah that Celerity is a distilled version of their Temporis clan discipline.


Permanency

When a Kindred uses Apparitionem to alter herself, mortals, ghouls, and vampires of higher Generation, the effects of the power are permanent; vampires of equal or lower Generation can choose to heal the effects of Apparitionem as though they were aggravated wounds. A wielder of Apparitionem can always reshape her own form. Nosferatu always “heal” Apparitionem alterations, at least the ones that make them better-looking. The ancient curse of the Clan may not be circumvented through Apparitionem. The same applies to permanent physical deformities from the Gangrel Clan weakness.

Body Crafts

Apparitionem requires expansive knowledge of the human body, the kind usually only available through Medicine. Vampires who wish to use Apparitionem well often specialize their knowledge of medicine in an art known as Body Crafts. This specialization enables its possessor to make all manner of alterations as though a gifted plastic surgeon. It also gives insight into more mundane techniques; many Senya are skilled at bone-carving, embalming, taxidermy, tattooing and piercing.

The Children of the Dark, not particularly given to the art of healing, have developed an alternative: Body Crafts. Body Crafts is a unique Skill (not to be confused with the more generalized Crafts Skill) that combines knowledge of vivisection, anatomy, taxidermy, scarification, tanning, and sculpting into a new kind of artisan Ability. Its primary purpose is to augment the application of Apparitionem.

• Causae Mutationum (Malleable Alterations)

Dark Ages Name: ελαστικές αλλοιώσεις (elastikés alloióseis)

At this stage, the character learns the essentials of understanding forms, and how to alter them. She is capable of making minor alterations such as height, build, voice, facial features, and skin tone, among other things colouration and pigmentation, and slightly stretch or contract skin and hair, but not alter her structure in a drastic enough way to be completely unrecognisable to those that know her, or be able to mimic others.

Within these limitations, the control can be very detailed. A character could grant herself different colour eyes, imitate a “bikini tan”, turn her hair a different colour (even natural colour with different colour highlights); darken or lighten skin tone to imitate tan complexion or a different ethnicity or make herself look up to a foot (30 cm) taller or shorter. She can even stretch or contract skin wrinkles to appear a older or younger (e.g. a Senya embraced as a teen could look like an older version of themselves).

System: The character must spend a blood point for each body part to be changed, then roll Intelligence+Medicine/Body Crafts (difficulty 6) whilst taking a symbolic physical action to make the change, such as pulling her hair to make it longer. Increasing one’s Appearance Trait has a difficulty of 9, and the vampire must spend an additional blood point for each dot of Appearance increased beyond their natural total. A botch permanently reduces the Attribute by one. As using this power requires sensing and modifying forms, it also grants the vampire the ability to make a Perception+Awareness roll (difficulty 8) to sense another person’s form – allowing Senya to recognise others they know by recognising a person’s “base form” even if they are in disguise or rendered unidentifiable by conventional means. This power must be used once to sense a form, before they can be recognised in the future by the use of this power. This power also allows characters on Paths of Enlightenment to use the Blush of Life as though they had Humanity equal to their Path rating.

•• Regeneratio (Regeneration)

Dark Ages Name: Αναγέννηση (Anagénnisi)

Senya warriors are renown for their durability, and Regeneration is a reason for that. Regeneration allows a character to enhance her ability to repair damage to herself by reshaping damaged areas to facilitate their use of vitae to heal. The character can both heal faster and regenerate lost limbs – although they cannot regenerate damage that causes Final Death or cure supernatural infections or diseases (although it can repair the physical damage caused by these sources).

System: The character can heal herself during combat without requiring the usual turn of concentration, and so healing does not consume the character’s combat turn. Any blood points spent healing counts against the normal per-turn blood expenditure limit. Out of combat, the character can instead spend a blood point and make a Wits + Medicine/Body Crafts (difficulty 8) roll. Each success heals one level of lethal or bashing damage, although each wound level healed requires one minute of uninterrupted work.

Finally, the character is able to heal a number of aggravated damage levels per day equal to her Apparitionem level without requiring the expenditure of Willpower points. This alone enables Senya kindred to recover from aggravated wounds far faster than other kindred whilst still preserving their Willpower.

••• Mutare Forma (Alter Form)

Dark Ages Name: Αλλάξτε τη φόρμα (Alláxte ti fórma)

The character’s ability to alter his own form is complete and can now alter the structure and makeup of his body; altering and compressing or expanding flesh and bone, size, shape and structure and even changing their physical sex. This allows the character to change his form or voice into that of any other form he can envision, as long as it falls within the range of human possibility.

System: Spend a blood point for each body part to be changed, then roll Intelligence+Medicine /Body Crafts to change form (difficulty 6). This action requires one turn per body part to be changed as well as concentration and symbolic actions to your form to change (such as pulling on earlobes to change shape) as though “repainting” their form. This action is more of a focus tool than actual physical manipulation. A failed roll results in a failed attempt and the blood spent is lost. A botch on this check, however, causes the Senya to take one level of lethal damage from the pain, as well as the failure to make the change, and loss of any blood spent. A Senya who wishes to increase another’s Appearance Trait does so as described under Malleable Alterations; reducing the Attribute is considerably easier (difficulty 5), though truly inspired disfigurement may dictate a higher difficulty. In either case, each success increases or reduces the Attribute by one.

If using this power to mimic another, a Perception+Medicine /Body Crafts roll (difficulty 8) is required and five successes for a flawless copy; fewer successes leave minute (or not-so-minute) flaws.

Additionally, the vampire's fine control over her form now allows her to use the Blush of Life (even those on Paths of Enlightenment) as though she had humanity 10 for the purpose of appearing mortal. That is, Blush of life makes her appear as a mortal in good health, allows her to heal superficial damage as though mortal, in addition to vampiric mending, have and enjoy sexual intercourse as if mortal, have tears and sweat that appear normal for mortals, and allows her to taste, eat, and enjoy food and drink as if mortal for the scene before she must heave it back out. The usual penalties and restrictions for acting during the daytime or sunlight damage remain unchanged, as does the blood point cost of using Blush of Life.

•••• Corpus Detritus (Sculpt Body)

Dark Ages Name: Mορφή Γλυπτικής (Morfé Glyptikís)

The Senya is no longer limited to simply modifying forms within the boundaries of normal human range, and is now able to make cosmetic changes beyond the mortal norm, and remould flesh and muscle with the use of vitae to change or enhance physical capabilities (or that of others).

System: The vampire gains three improvements to their use of the Alter Form and Regeneration powers:

  • When using Alter Form the vampire can now make detailed alterations to colouration such as skin, eyes or hair, beyond the normal human scope. This can be used to grant violet eyes, detailed tattoos or green hair with purple highlights. At the Storyteller’s discretion, this can be used to gain circumstance bonuses, such as chameleon-like camouflage (-1 difficulty to stealth checks in an appropriate environment) or making the whole body appear like menacing tattoos or lizard-like (-1 difficulty to intimidate checks). This application of this power has no cost beyond the normal for use of Alter Form.
  • When using Alter Form the vampire is now able to reassign physical attributes. For example, a vampire that has Strength 3, Dexterity 2, Stamina 3, could reshuffle the attributes to Strength 1, Dexterity 5, Stamina 2 to be more efficient in a firefight. This costs one blood if affecting two attributes, or two blood points if all three are affected but only takes one turn to activate regardless. Attributes cannot be improved using this power beyond their combined total, nor above their normal trait maximum or reduced below 1. If used as an attack, the vampire makes a Dexterity + Medicine attack roll (difficulty 6) which can be dodges as normal. Each success allows reassigning of 1 attribute point.
  • Just as Regeneration allows the vampire to be able to use their vitae and form changing ability to heal more speedily and efficiently, the vampire is now able to make body alterations whilst using vitae to enhance her own physicals, making the effort more efficient. When spending blood points on increasing Physical Attributes, each blood point spent now increases two attributes by one (or one attribute by two points) instead of one attribute point per blood point spent. The duration and limits for spending blood to increase her Physical Attributes still apply as normal.

••••• Reicio Perniciosa (Defy Bane)

Dark Ages Name: Προκαλώ Συμφορά (Prokaló Symforá)

By preparing themselves with an expenditure of blood, the Senya can empower themselves to be temporarily resistant to fire and sunlight as well as other grievous wounds that would threaten them with Final Death. With this power, Senya may briefly walk in brightest sunlight without fear, the sunlight searing his Blood and not his flesh, or using their blood to resist grievous wounds as they are inflicted.

System: The vampire may reflexively spend one blood point whenever the vampire is exposed to sunlight. Until the vampire exhausts his blood pool, he need not make Rötschreck rolls. Such damage is treated as damage dice pool and rolled, rather than applied as automatic damage, and can be soaked normally if the vampire also has Fortitude. Each level of damage taken burns one point of the vampire’s blood pool rather than inflicting actual wounds; once the vampire runs out of blood, he suffers damage normally and must fear Rötschreck as normal.

The vampire may also reflexively spend one blood point whenever struck by an attack dealing aggravated damage, and roll Wits+Medicine (Difficulty 6). For the remainder of the scene, each success gained converts a level of aggravated damage taken into bashing damage. This damage, although bashing, cannot be healed for the rest of the scene, and this power can only be employed for this purpose once per scene.