Post by Hematite on Jul 4, 2014 13:30:14 GMT
Visceratika
This power does not grant horns or wings to those who learn it out of clan. The only visual change comes upon learning the fourth level, and the specifics of that are covered in the power description.
Unlike Flight, the Gargoyles are perfectly aware that this is a discipline and that it can be taught. However, Tremere are loathe to allow their slaves to give away their secrets, and free Gargoyles are very hesitant about trusting other vampires enough to give up what is perhaps their greatest advantage.
Visceratika 1: Skin of the Chameleon [V20 475]
This power's bonuses are only in effect so long as the character is moving no faster than a walking pace and is grounded. While running or moving quickly, either in the air or on the ground, the power causes the Gargoyle to blur (for no mechanical benefit) but his presence is more obvious and the stealth bonuses are negated.
Even when moving faster than a walk, the Gargoyle’s form blurs enough that it is extremely unlikely anyone will get a clear image of what he truly looks like, though his presence is more obvious.
During flight, the Gargoyle turns black. This is not camouflage other than the obvious effect against a black sky. The stealth dice are not granted.
Visceratika 2: Scry the Hearthstone [V20 475]
In regards to detecting Obfuscated characters, this power allows you to know the location in a general sense (ie, somewhere in this room) and only for those characters for which the Obfuscate has been defeated by the power. Visceratika is treated like Auspex minus 1 for Seeing the Unseen, so a character with Obfuscate 3 would need Visceratika 5 to pierce it automatically, and 4 to make the opposed Seeing the Unseen check to detect the presence of such a character. This roll, however, is automatic as long as the power is activated.
This power does not grant an omniscient sense of the building, nor does it allow the Gargoyle to see what is transpiring inside. All it does is sense the locations of any living or unliving beings within and give their approximate size and physical condition.
This power cannot distinguish between individuals.
Visceratika 3: Bond With the Mountain [V20 476]
The disorientation mentioned is -2 to Initiative during the first turn.
The Perception + Alertness roll to notice the outline must be called for by a player and be from someone actively searching for hidden things in the area. Passive observation will not notice.
Visceratika 4: Armor of Terra [V20 476]
Non-Gargoyles learning this power have their skin turn grey and stoney, though still flexible enough to move. This reduces their Appearance to 1, though if sufficiently disguised is not obviously inhuman enough to carry a penalty as severe as the Gargoyles. Raising appearance with Vicissitude of an individual suffering this affliction functions just as trying to do so to a Gargoyle, the appearance resetting to 1 as the user sleeps.
The extra soak dice granted by this power are physical in nature and do not affect mystical attacks.
Visceratika 5: Flow Within the Mountain [V20 476]
This power does not cost an additional 2 blood points. Once the character gains this power he may use it for no additional cost whenever melded with stone.
This power can also be used to walk straight through a single wall for just 1 blood point, rolling Strength, dif 8, and moving a maximum number of feet equal to the successes rolled in a straight line, and getting stuck in place if the distance is too great.
This power mentions that traveling works per the Protean 6 power "Earth Control". The text for that portion of Earth Control is as follows, for reference:
While in the ground, a vampire can propel herself at half her normal walking speed. She cannot see, but gains a supernatural awareness of her underground surroundings out to a range of 50 yards....If two or more vampires attempt to interact underground, only direct physical contact is possible. All damage dice pools in this case are halved, and dodge and parry attempts are at -2 difficulty. If an underground chase takes place, it is resolved as an extended contested Strength + Athletics roll.
Visceratika 5: Stonestrength [SH2 92]
This is an earlier printing of Armor of Terra. Emerald Coven Chronicles uses that version of the power. See above for its clarifications.
Visceratika 6: Dark Statue [SH2 92]
The roll to avoid Rotschreck from sunlight must only be made once to activate this power. If it is passed, the Gargoyle is immune to Rotschreck from Sunlight until he moves again.
Visceratika 6: Rockheart [SH2 92]
This damage is halved after soak.
This applies to any attack that breaks the skin.
This power is constantly active and has no cost.
Staking attempts from all opponents still halve damage as normal from this power. If a staking is attempted by someone whose Strength + Potence is less than 7, the staking attempt automatically fails (though damage from the attack is still inflicted as normal).