By Tyree Quincan Kimber (caius@ksu.ksu.edu) with additions by Gareth Vaughan and David Stowe
System: The character rolls Intelligence+Body Alteration at Difficulty 7. Attempts to pass oneself off as a dork are made using Wits+Acting, Difficulty varies. This can be great power for goading Brujah into a fight.
System: As for Fleshcraft. Afflicted characters will suffer the relevant decreases in their Social Attributes.
System: Simply grab hold of someones's clothing and then use the system for Bonecraft. Note that Smegmacraft can only affect existing clothing. (e.g. An opponent would have to already be wearing glasses in order to mess them up.)
System: The vampire must spend one Willpower and one Blood point to activate this power. Once activated, the character receives +2 to Strength and Stamina -1 to all social attributes. By demanding an opponent's lunch money and rolling Wits+Intimidation (Difficulty is target's Courage rating) the character may force an opponent to save against a Rotshcreck.
System: The character's head and arms become two marmalade points, the legs three apiece and the torso has five. The character can change any or all of his parts back at any time but must all be together in order for her to do so. Characters who partake of the marmalade more than three times become Marmalade Bound, which is exactly like a Blood Bond except that anything that the Regent asks must be phrased in a completely silly manner in order to get the Thrall to carry it out. Likewise, the Thrall will always address her Master in the sweetest, silliest most sugary form possible.
Another plus to this power is that the vampire is not affected by sunlight until reassembled, (how else would they survive in all those lunch boxes?) Parts eaten must be regenerated normally and if all the marmalade is consumed the vampire ceases to exist, although friends and acquaintances who partook of the character will reminisce about what a sweet guy he was.
Basically, you can make a target assume the form and personality of Duane Dibbley from Red Dwarf (episodes: Back To Reality, and Emohawk: Polymorph 2). This means that the victim loses all sense of style, and vanity, and becomes a complete klutz (e.g. If given a gun, he will accidently pull the trigger, and shoot someone's foot, hand, etc. (Often his own, but he'll shoot whatever gets the funniest result). His clothes will change automatically into anorak, flares, etc as soon as he has 5 minutes to himself. He'll also acquire a lunchbox and Thermos from somewhere... (See Red Dwarf: Emohawk).
System: Roll Manipulation + Body Alteration (Dufficulty of target's Willpower). Success means that the victim's Social attributes are reduced to 1 and he will automatically fail any tests relating to style (except with other Dibbley-formed people) and being cool. Also, the victim's Wits, Dexterity and Willpower are reduced by 2. The victim will continually trip, bang iinto things, ang generally be incredibly clumsy while this power is in effect.
The victim must make a Willpower roll (Difficulty 8) in order to do anything cool, like wear decent clothes, and use any vampiric discipline other than ones that would make him look silly (Dementation 3, for example) The number of successes determines duration.
Successes | Duration |
1 | One night |
2 | Three nights |
3 | One week |
4 | Two weeks |
5 | One month |
If a botch is rolled, the power affects the user, and lasts for a number of nights equal to his Sissytude score. This can be reduced by a Sissytude + Body Alteration roll (Difficulty 9), each success reducing the duration by one night.
The user can use this power on himself normally, and can then drop it at any time by making a Sissytude + Body Alteration roll (Difficulty 6).
This has the effect of using Awaken the Dibbley Form on multiple targets. The user can affect as many targets as he has Body Alteration, and rolls once for all targets. If this roll botches, the user becomes Duane Dibbley for a number of weeks equal to his Sissytude score. This duration can be reduced by a Body Alteration + Sissytude roll (difficulty 9) with each success reducing the duration by one week.