You know I'm right, girl. It's not a classic vampire power, it doesn't particularly serve the vampire mythos except for schlock, and it's too broad as implemented.

Scrap it as a major clan thing, and if you want to bring it back bring it back as something like Malkavia from the nWoD - as a literal disease that gets to sit on the fear of things like STDs and the associated biohorror.
 
My homebrewing work is going pretty good, but I need help. Or rather, I need ideas. I'm trying to think of what the Southern Crown will be.

Basically, for each of the four Seasonal Courts, the person who is the King of the Seasonal Court (or Queen, or whatever else), has access to a special power, called a Crown, that embodies their Court in many ways. Some are slightly lame, some are so deeply thematic that I love them.

And the Directional Courts should be no different with their Crowns, though I might have to find a way to decrease its power. I say decrease its power, because the Seasonal Crowns only work 3 months a year, whereas Directional Courtiers aren't so limited.

...maybe it's limited to location? Or it has a maximum not just per session, but for week? Not sure.

Here are some examples of what I mean by Crowns, from the Codex of Darkness:

Spring King: Crown spends a willpower point, grants ability to self or other to add Mantle on Glamour harvest roll. Usage per session = Mantle dots.
Summer Monarch: When Monarch is fighting 1 vs. 1, spend Glamour to increase Initiative by Mantle. Immune to surprise by ambushes or trickery. More then one combantant and Initiative bonus drops to +1. Usage per session = Mantle Dots, once per foe.
Autumn Monarch: Once per session, Crown discusses new news that he learned with ST. He's awarded with 2 special Glamour per revelation that can only be used for specific actions. Can store more of this glamour then Wyrd allows, but it attracts attention. These glamour fade at the end of the session.

And honestly most impressive and legitimately thematic of all--

Winter Court: Once per session, Crown converts Glamour to Willpower up to a total of Mantle. Willpower can be more then maximum, but is lost at the end of the session. For the rest of the scene, add Mantle to willpower rating.

They. Will. Survive. On desperation and willpower if nothing else.
 
Or just go back to 2E where Viscitude is actually an alien parasite that eats you and wears your body as a you suit and the True Black Hand exists to fight these soul eaters.

Just going to stop you here, and point out that that's one of the big reasons that Requiem, which is a substantially better game than Masquerade, got rid entirely of the bullshit Paths.

The Paths fuck everything up, and are awful in basically every way. They were originally made for NPC Sabbat so they could be puppy-raping evil, and that's just fucking awful in a "Goddamnit WW, goddamn 90s" way. Force everyone to use Humanity and there's no one getting away with a morality system of "what I was going to do anyway".

Get rid of the Paths, and no, you don't have a Sabbat that does stupid EDGY things like that for the lulz. In fact, just make all Tzimisce into Old Clan and get rid of Vicissitude entirely. It's an awful athematic power that is only there because of the Necroscope books, and they were written by Brian "I invented Kthnaid, Cthulhu's good shiny golden brother" Lumley.

The problem is that you can't really have superheroes without villains. And even taking away the worst excesses of Black Dog, Blade Villains aren't possible.

Bad guys are bad because they do bad things. If bad guys don't do bad things then they are just guys. And while a morally grey conflict can be fine, it doesn't go well with the Vampions playstyle. If you want to be the good guys, then the people you're fighting have to actually be worse than you.
 
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Paths of Enlightnement or better Dark Ages Roads are fine as long as both GM and player are agreeing they are moralities with their own sins and not an excuse to do whatever you want. Sure you need to scrap at least some of them (Western Paradox is the biggest offender but Blood and Metamorphosis are on the list as well)

Or just go back to 2E where Viscitude is actually an alien parasite that eats you and wears your body as a you suit and the True Black Hand exists to fight these soul eaters.

I would hiss at the endorsement of Secrets of the True Black Hand but considering my Vicissitude originated as a gift of the Earthbound Kuppala to Tziminsce, I'm a bit in a glass house.
 
@The Laurent

Hmm... since the Northern Court thrives on suffering, maybe give the Crown the ability to give multiple health boxes plus no penalties? Or the ability to survive beyond death for a few turns?

For the Eastern Court, since the King is at the top of a pyramid scheme, maybe allow Resources to Willpower or Glamor?

Southern court... maybe something to do with Incite Bedlam? Make everyone ecstatic?

Eastern Court... I got nothing.
 
@The Laurent

Hmm... since the Northern Court thrives on suffering, maybe give the Crown the ability to give multiple health boxes plus no penalties? Or the ability to survive beyond death for a few turns?

For the Eastern Court, since the King is at the top of a pyramid scheme, maybe allow Resources to Willpower or Glamor?

Southern court... maybe something to do with Incite Bedlam? Make everyone ecstatic?

Eastern Court... I got nothing.

Hmm, incite Bedlam could be interesting. Or maybe something about attachment? Like, admittedly this would work better with 2e, whereas for the moment at least I'm trying to all write it as 1e Changeling, but imagine if all Conditions (or impediments or whatever) stopped mattering for a scene in pursuit of something.

The dancer doesn't let the broken leg stop her, the photographer doesn't let the fact that he's deathly afraid of bugs keep him from snapping his scoop, everything falls away for the pursuit, reckless as it might be, of ecstasy, of accomplishment.

I know how I'd fluff it, but I actually don't know how I'd mechanic it.
 
Didn't most people hate that bit?
I've never actually seen anyone saying anything good about it.

Yeah the Soul-Eaters are a dumb idea. Vicissitude as a disease is much more thematic when it's the Eldest manifesting in everything who shares their blood, having attained complete mastery over flesh.

On a related note, am I alone in presenting the xenomorphs-style Tziminsce as a minority in their own clan? Because I have several ideas of what I could do if I could sculpt my own flesh and looking as an alien monsters is not exactly high on the list. I understand not everyone is vain but IMHO, the tendency among young Tziminsce should be "impossibly gorgeous" not "monstrous"
 
For Paths/Roads instead of having them replace Humanity, I'd let you add your Path/Road rating to Humanity Loss rolls, and use the higher of Path/Road and Humanity when rolling for Frenzy. The downside is that when you sin against your your Path/Road, your faith in the elaborate lies you've spun to convince yourself that mass murder is OK are shaken and your control over your Beast lessens. Probably in a worse way than normal degeneration, since otherwise Paths/Roads are just plain better.

On a related note, am I alone in presenting the xenomorphs-style Tziminsce as a minority in their own clan? Because I have several ideas of what I could do if I could sculpt my own flesh and looking as an alien monsters is not exactly high on the list. I understand not everyone is vain but IMHO, the tendency among young Tziminsce should be "impossibly gorgeous" not "monstrous"

This is how it's presented in the 1e Player's Guide if I recall correctly. Most Tzimisce look like supermodels - only the really depraved ones permanently fleshcraft themselves into monsters.
 
On a related note, am I alone in presenting the xenomorphs-style Tziminsce as a minority in their own clan? Because I have several ideas of what I could do if I could sculpt my own flesh and looking as an alien monsters is not exactly high on the list. I understand not everyone is vain but IMHO, the tendency among young Tziminsce should be "impossibly gorgeous" not "monstrous"
This is how it's presented in the 1e Player's Guide if I recall correctly. Most Tzimisce look like supermodels - only the really depraved ones permanently fleshcraft themselves into monsters.
Right, but I remember something about them having a sense of beauty that doesn't really match up with the mainstream?
And I would assume that most of the ones that are encountered by the Camarilla or Anarchs are actively trying to look creepy and intimidating, at least partially because they don't want to be recognized in their preferred appearances.
Or are in a "combat" form.
 
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The Many Directions--The Court of the South (The Vermillion Court, the Court of Ink and Song)+2 New Contracts
The Many Directions--The Court of the South (The Vermillion Court, the Court of Ink and Song)+2 New Contracts

"My candle burns at both ends;
It will not last the night;
But ah, my foes, and oh, my friends—
It gives a lovely light!"--Edna St. Vincent Millay

Description: What is ecstasy? It is frenzy, it is transcendance, it is freedom and overindulgance. It's too much of a good thing, except that beyond that valley, rests peaks yet unexplored by those who are willing to stop. A Vermillion Courtier doesn't know limits, or views them merely as something to surpass. Something to move beyond. Changelings, their powers and emotions, they are things of aesthetic, not ascetic, worth. It is thus that the True Fae are held off. Artists of a thousand types, from the literal to the figurative: for a man might move through religious circles, seeking ever greater openness, or might cut down enemies as an artist of the blade, the South Court is at once fragile and dangerous.

They are not, as some more western-minded people might think, mere hedonists or vice-ridden fools. For both virtue and vice can be pursued into the thickets of absolute passion. Instead, they are philosopher-artists, whose whole life is the performance of their beliefs and their art. They might burn out, and there is madness and even the threat of Clarity loss in some of their acts, but there are benefits to the right sort of madness. Benefits to pushing further and further beyond.

Courtiers of the South: The stereotype, of course, is the criminal, and the orgyiest, but that is far from the truth, or rather it is merely one piece of a larger picture. The rebel who fights against the government, and dies to a firing squad laughing and struggling to the last, the religious person who struggles with their God not in some distant way, who doesn't talk to their God about tea and manners, but screams and shouts their passion and their fury, the buttoned up man who has a punk rock band that he goes to the moment his 9-5 job is finally, finally done. These are that, but so is the serial killer, who seeks greater and greater passion in the worst way, and so is the criminal who desires to steal more, and then more still, and then, for a finale, how about even more?

Courtiers push each other, helping and hindering their own search for higher and higher plateaus. They are not content at merely 'good enough' and they often aren't content with merely one transgression when they could enact a thousand. These transgressions can be dangerous, or they can be revolutionary: they break down what needs to be broken down, though often a Vermillion Courtier is far better at destroying a taboo or unjust situation or… anything at all then they are at rebuilding something better in its place.

Sometimes the revolution eats its own children: and that too is a part of the world. To burn bright is to burn out, and to burn out is to acknowledge and understand that one's life might well be short, but it will not be brief.

Mantle of the South: At a low Mantle, the courtier gives off or radiates heat: sometimes this is merely physical, sometimes this is metaphorical, rousing anger or desire or any number of other emotions in those around them. As the Mantle increases, other signs appear. They leave behind bird-like footprints, or excite passions by their very nature. They look hungover even when they're sober, and red-eyed and tipsy even in the middle of a board meeting. There can be something beautiful about the ravaged, and yet enthusiastic look of a high-Mantle South Courtier.

At one dot, the courtier gains an Empathy specialty.
At two dots, they may take the Virtuous or Vice-Ridden (pick one) merit for only a single dot of cost.
At three dots, they get a 50% discount on Expression and Empathy skill dots bought.
At four dots, the courtier is hard to read in an odd way. If a character fails an empathy roll to figure out the courtier's emotions, that character gets an impression of happiness and fun-time spirit, whether it's there or not.
At five dots, they may take the Inspiring Merit, or the four dot (or second level) Striking Looks merit with a look related in some way to their Virtues and Vices both.

Crown of the South: I'm not sure of the specifics, but I do like the idea of getting rid of impediments to pursuing one's Virtues and Vices, perhaps once a session? As in, even if they're blind, they don't have any trouble chasing the person who has caught their Wrath, while they don't let a broken leg stop them from climbing up a tree to save a cat, etc, etc. More feedback would be nice.

Emotion of the South: I think that quoting the book is alright? It's just the fluff, and I actually specifically used the book as a jumping-off point for my slightly homebrewed and refluffed version of this. And yes, it's a bit different than the book. Anyways, since it's only a few lines, I hope this isn't over the line to quote it? I've tried to avoid it otherwise, though, and if it's not okay, I can take down the quoted section and write it in my own words:

"Unlike the Spring Court, the Vermilion Court isn't about desire — at least, not exclusively. Desire is just one emotion among many, and the goal is to experience all emotions as profoundly as one can manage. This, to them, creates a kind of ecstasy, a nearly indescribable Zen-like satori.

Every Vermilion courtier finds this ecstasy in different ways. One might be caught smoking opium on a rusty junk boat, while another may endeavor to sit still for weeks amid a grove of cherry trees (and in the process honing in on a single emotion to experience utterly). Another might fall in love every ten seconds, while one of his motley might engage in such supreme outbursts of gleeful violence that it must be seen to be believed. In grasping at emotions, the Court claims one will feel ecstasy, and through this ecstasy, enlightenment."--Changeling the Lost: Winter Masques, pg. 130. You should buy it, it's really a trip!

*********

Contract of the Ecstatic Brush

Themes: Vice AND Virtue, Willpower, Overindulgence, Madness, the Monkey King.

The Contract of the Ecstatic Brush is a Contract with an emotion, and one that is as tricky as it is powerful. With it, the Southern courtiers make their reputation as unpredictable, dangerous, and passionate, capable of great evils and (on occasion) great goods, just as able to overindulge in their lust as they are to drive a stake into the heart of a tyrant despite all of the logical reasons why they might want to lay low.

These contracts often throw a Vermillion courtier close to Clarity breaking points, and to pursue one's passions in this way is certainly dangerous… but also quite useful.

(*)Ecstatic Intuition

The first step to bringing oneself or others into ecstasy is to know just what it is that drives them. Not what they want, but what they *are*. By learning their Virtue or Vice (one per usage), they can more fully understand them.

Cost: 1 Glamour
Dice Pool: Manipulation+Empathy+Mantle (South)- Target's Composure
Action: Instant
Catch: The Changeling is currently indulging in their Vice or Virtue at the very moment they activate the Contract.
Dramatic Failure: The lack of knowledge of others turns into a lack of self-knowledge. They lose the ability to regain willpower via their Virtue or Vice for the rest of the scene.
Failure: They get nothing, and like it.
Success: Learn the Vice or Virtue of one target!
Extraordinary Success: Learn both!
Modifiers: The target is in a place where their Virtue or Vice discovered might be indulged (+1), the target is in a place where their Virtue or Vice is extraordinarily unlikely to be indulged (-1), They have indulged their vice or virtue in the same scene that this Contract is activated (+2)

(**) Strength of Passions
A member of the Vermillion Court is larger than life. Their passions, whether for violence, love, or artistry, are legendary. And part of why it is is that they can fortify them, strengthen them until they are incredibly powerful.

Prerequisite: Mantle (South) *, or Court Goodwill (South) ***
Cost: 2 Glamour
Dice Pool: Presence+Wyrd
Action: Instant
Catch: The Changeling has spent Willpower in pursuit of their Virtue or Vice within the last scene before activating this Contract.
Dramatic Failure: Lose two willpower.
Failure: Lose one willpower, as your passion turns to just as powerful disappointment
Success: The Changeling strengthens the power of their Virtue or Vice. If the former, then whenever they spend a Willpower within the next scene for an action aligning with their Virtue, it counts as +5 instead of +3 towards a roll. If the latter, fulfilling the Vice allows one to gain two Willpower instead of one, and one can temporarily go beyond the limit of their willpower, but disappears at the end of the Contract.
Extraordinary Success: This lasts for a day, instead of for a scene.
Modifiers:

(***) Astete's Theft

To influence the Virtues and Vices of others is the height of artistry, or so many Changelings believe. Not only that, but it's a chance to experiment and find new experiences to overindulge in.

Prereqs: Mantle (South Court) **, Court Goodwill (South) ****
Cost: 3 Glamour
Dice Pool: Empathy+Wyrd (Contested vs. Composure+Wyrd)
Action: Instant
Catch: The Changeling has personally fulfilled the target's Virtue or Vice within the last scene.
Dramatic Failure: Instead of swapping, taking, or copying, one gives away… to nothing. Lose one's Virtue or Vice for a scene, as well as the ability to spend Willpower.
Failure: Nothing happens, the swap doesn't work.
Success: The Changeling can swap their Virtue or Vice with that of a person they are currently touching, they can copy or gain the Vice of the target person, or if they are touching two people and both people are consenting, they can swap the Virtue or Vice of the two targets. All such changes last a scene.
Extraordinary Success: Both the Virtue *and* the Vice can be swapped, or the swap can last 24 hours.
Modifiers: Objects of the Changeling's Virtue or Vice are present (+1), it is an environment non-conducive to the Changeling's virtue or vice (-1)
(****) Empty Ecstasy

To be empty is not a bad thing. To lose oneself is in fact downright Zen. This emptiness can bring with it Clarity, and it can also bring with it safety from the risks and dangers of Clarity. Itself not the mark if a very well adjusted Changeling, this Contract is both famous and infamous among many.

Pre-req: Mantle (South Court) ***, Court Goodwill (South) *****
Cost: 3 Glamour, 1 Willpower
Dice Pool: Resolve+Wyrd
Action: Reflexive
Catch: The Changeling destroys one attachment, or severs it, whether this is tearing at their own paintings with a knife, dissatisfied with the strenmgth of
Dramatic Failure: The Changeling feels bound by guilt and their own deeds. For the purpose of all negative effects, their Clarity is 1, for the next day.
Failure: Nothing happens.
Success: The Changeling's Clarity for the purpose of Kenning is temporarily increased to 10 for one scene. In addition, no matter how many Clarity breaking points a character goes through within that scene, they are only penalized for the worst, or most clarity-destroying, act they do. However, for the duration of the scene, they must act on all virtues, vices, and desires (whether aspirations in 2e form, or merely stated intentions). They cannot hold back who they are and what they are, and this ecstasy is often addictive.
Extraordinary Success: The Changeling rolls one more dice on any Clarity roll after the Contract is done. The Changeling can choose either their Vice, Virtue, or one goal, and can avoid being forced to act on it.
Modifiers: The Changeling has fulfilled both their Virtue and their Vice in the last day (+1), the Changeling has a Clarity over 7 (-1), the Changeling has a Clarity below 5 (+1), the Changeling has had a Clarity breaking point in the last day (-1)... and it involved their Virtue or Vice being acted upon (+1)
(*****) Set Free the Cloud Horses

Pre-req: Mantle (South Court) ****
Cost: 5 Glamour, 2 Willpower
Dice Pool: Empathy+Presence+Wyrd vs. Resolve+Empathy+Wyrd
Action: Instant
Catch: The Changeling has fulfilled both his Virtue and Vice within a few minutes of using this Contract (only pays for the Glamour, not the Willpower).
Dramatic Failure: Instead, the Changeling becomes unable to regain Willpower from their Virtue or Vice for the next 24 hours.
Failure: Nothing happens!
Success: All targets within the same room as the Changeling have to roll to resist (unless they choose not to). The user chooses either Virtue or Vice. All targets who fail the roll are forced to act on this Virtue or Vice to an extreme level. The generous man empties his bank account and goes out to hand it to beggars, the lustful person seeks orgies, the pious person loudly prays all night… in every case, this is an act of complete overindulgence, and each target is locked in this state for one hour per success. The Changeling can target a maximum of Wyrdx10 people with this Contract, but cannot exclude anyone: if a room has 40 people, and they can effect forty people, they cannot choose not to target their best friend, or their ally.
Extraordinary Success: Target both the Virtue and the Vice of everyone.
Modifiers: At a party (+1), at a traditionally somber event or location (-1).

Contract of the Southern Compass

Themes: The South, Ink, Song, Rebirth, Vermillion Birds

South is the Vermillion Bird, that plumes and picks and chooses. South is the ink and the song of the lands of tong and artist, and of that journey away from the old, and the reinvention of the new.

Thus the Southern Contracts are potent things, but also odd ones as well. They are also fundamental enough to the South that one must have a Mantle or Goodwill to learn them, even the first Clause.


(*)The Firebird's Migration

Sometimes discretion is the better part of valour. And sometimes it is best to exit stage right. The phoenix may never die, but her courtiers are often less lucky, and escape can be the difference between fighting another day and never fighting again at all.
Pre-req: Mantle (South) *, or Court Goodwill (South Court) *
Cost: 1 Glamour
Dice Pool: Mantle (South)+Wyrd
Action: Instant
Catch: The Changeling has created some sort of long term chaos or problem whose effects will follow him even if he escapes
Dramatic Failure: Sometimes the wings are damp, and sometimes the many parts of the fenghuang get in the way. Reduce speed by 2
Failure: Sometimes a bird just isn't that fast. Nothing happens.
Success: Per each success, gain either +1 Speed for a number of turns equal to the total successes, or reduce the enemy's speed by one or more. This latter bit represents not so much them going slower as the world and luck itself conspiring against them and in favor of the Phoenix. They slip on the wet floor for a moment, the train comes between you for long enough to slow them down that much, so on and so forth.
Exceptional Success: More successes is its own reward!
Modifiers: +1 (The situation has been caused by the Changeling pursuing his or her vice or virtue)-1 (The Changeling is chasing after someone instead of being chased.)

Ideas: Vermillion Majesty,

Actor's Ink? (Or something like that?)

Flaming Rebirth

Song of something…

(**) Inken Lies, Inken Masks

Rebirth and reinvention can sometimes be quite literal. With this simple Clause, one can. By painting the name of a role, one can convince others of its truth. By writing the Kanji for janitor, one can slip into a school that's just closing for the night, or by writing 'VIP' one can get into a club, as long as others believe in it.

Pre-Req: Mantle (South) 2, Court Goodwill (South) 3
Cost: 3 Glamour
Dice Pool: Craft+Wyrd+Mantle (South)
Action: 1 Turn
Catch: The Changeling instead tattoos the word on their body. The tattoo has to have been created within the last month.
Dramatic Failure: The Changeling looks like someone else… someone completely inappropriate for the setting. When sneaking into a school, instead of a teacher they look like a 'Registered sex offender', when going into a fancy party they instead look like a 'Homeless man.'
Failure: They appear, to others, to just be themselves, for better or worse.
Success: The Changeling picks one short phrase to write on themselves, somewhere on their body. This can be specific to some small degree, 'Female schoolteacher' or 'Old teacher' is fine, but 'Beloved female teacher' isn't. For the next Wyrd hours, all those who view them see them as this. Those who have a Power Stat, or those whose Will is 7 or higher, may roll Power Stat+Wits+Resolve, with the goal of beating the number of successes that the user has accrued. If they do so, they see through the deception. This deception does not change the body, but people tend to ignore the parts that don't make sense unless someone really points it out. Furthermore, they react normally in all other ways: just because someone is a teacher, and thus allowed to be in school, doesn't mean they won't react if the Changeling is caught breaking into a locker, and in fact they'll expect the teacher to go to their class, whether they have one or not...
Extraordinary Success: This instead can be made to last Wyrd+3 hours, and more details can be specified.
Modifiers:

(***) Vermillion Majesty

Beauty and grace, even if it is often shabby and spendthrift, is the rebirthright of a Vermillion Courtier, as the bird that is their name. They can take on the friendship and goodwill of someone for a single night, and leave them in the morning before first light.

Prerequisite: Mantle (South) 3, or Goodwill (South Court) 4
Cost: 2 Glamour
Dice Pool: Presence+Wyrd+Mantle vs. Empathy+Composure+Wyrd
Action: Contested
Catch: The Changeling is in a disguise, and thus appears like someone who would have the relevant Merits.
Dramatic Failure: The Changeling is instead seen as an enemy, and the Changeling takes a -3 penalty to all social interactions.
Failure: The Changeling can't get a grips on the target.
Success: For the rest of the scene, the target considers the Changeling to have a number of social merit dots equal to the successes, with all of the positive feelings and ease of relationships that involves. Merits that can be spent on: Mentor (the target feels the Changeling is someone they should take under their wing), Friend, Ally, or Retainer (the target finds themselves happy to help the Changeling. This cannot be used to make a character act outside of what they find moral, or force them to a morality breaking point. They do not think the Changeling is their life-long friend, or Ally, but instead feel the closeness that you can sometimes find with someone you just met. After the merit wears off, the person is back to normal, but the Changeling can capitalize on this closeness to try to set something up that's more long-term or real.
Extraordinary Success: The dots can last all of one night, or one day (until sunset), and the target feels oddly fond of the Changeling for a week after the dots wear off, granting them a +1 to all social interactions.
Modifiers:

(****) Flaming Rebirth

One can shed one's skin. In fact, some say, one should. For this is an act that can not only allow you to escape your past, but it can also be an interesting way to try new things, and try to see what it looks like to look different. When combined with some of the other Clauses and some clever disguise-artists work, it can work real miracles.

Pre-Req: Mantle (South) 4, or Court Goodwill 5
Cost: 4 Glamour
Dice Pool:
Action:
Catch: The Changeling sets themselves on fire in order to to effect the change.
Dramatic Failure: Not only does the Changeling not change in appearance, but they take two lethal wounds as their skin burns from the effort.
Failure: The Changeling is the same as before.
Success: The Changeling's appearance changes. This is a physical change, and is in every way true: it cannot make a Changeling appear as another Kith, or as lacking in another Kith, but it otherwise changes both Mask and Mien, and can do so in dramatic ways, though to people that know the user, there's something oddly familiar about them no matter how different they look, and recognizing them can be somewhat easy. This cannot change the sound of their voice, which is often the major giveaway. They cannot intentionally look like another person, and this is useless for that purpose. The transformation lasts Wyrdx6 hours, or one day, whichever is shorter.
Extraordinary Success: The Changeling may reapply half the glamour cost at the end of the day to keep it up for another day.
Modifiers: The change is minor (+1), the change is major, decades of age, apparent sex, so on (-1), multiple major changes (from a twenty year old man of five feet tall to a six foot tall, sixty-year old woman) (-3)

(*****) Muse's Song

Ultimately, the South Court cannot merely exist as a self-serving entity. It believes in the joy it causes, it believes in this indulgence, and it believes in art and beauty and all that it brings: not merely a little bit of it, not merely a smile, but a grin, not merely one painting, but a gallery. They want more and more, they want it all. And they ultimately think everyone else is crazy not to want more.

Prerequisite: Mantle (South) 5
Cost: 6 Glamour, 1 Willpower
Dice Pool: Expression+Mantle
Action: Extended
Catch:
Dramatic Failure:
Failure:
Success: All those who hear the song regain all Willpower, and more than that, they gain, unless they try to resist, a drive to act upon their loves, and their interests. The artist comes back after hearing the song to start a new project, the politician decides to run for office again, despite his humiliating loss… criminal decides to pull a bigger, even more dangerous heist. This is far from always a positive thing, and just because people are reinvigorated to try further and harder doesn't meant that they will succeed. It also doesn't mean that their ambitions have to be positive. Perhaps the artist is already overwhelmed, perhaps the politician was rightfully driven out by a sex scandal, perhaps the criminal's scheme will harm dozens of people. But this legitimately can change the course of the world. Anyone trying to resist it can roll Willpower+Wyrd to resist it. A Changeling may only use this power once per month, and those that can are famous, at least among certain circles. It only works on those that can hear the Changeling's voice directly, without help of a microphone, let alone in recorded form.
Extraordinary Success: The Wyrd itself blesses the actions, for better and worse, of those who are so effected. Rolls to achieve the dream or passion that is ignited get a +1, and for those areas where rolls will not be done, a greater chance of success is to be assumed.
Modifiers: N/A (willing to take suggestions.

((Note, this last one… I like the general song idea, but I do think it could use a lot of work, and at the moment it doesn't hang on a decent enough mechanical framework. But I figured I'd rather have something then just have a ??? for the fifth dot.


******

A/N: This makes only two South Court contracts, compared to three for each of the Seasonal Courts, but it's a good start, and they also have access to the Cardinal Center Contracts (as all Directional Courts do, with the requirement being refluffed as Mantle (Any Directional Court)). And finally, they are going to be getting access to the short South-East and South-West chains, which I think might be just three-clauses long, and serve as a center.

Next up is East Court… sometime. Maybe next week? We'll see when I get time to write. And then I'll do South-East Contract, and then move onto North (then North-East… you get the drift.)
 
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Well... I was expecting something like Rank 5 Contract being a Resurrection at the cost of emptying glamor and/or willpower, with the catch being that death must be caused by fire damage at a minimum size and intensity.
 
Well... I was expecting something like Rank 5 Contract being a Resurrection at the cost of emptying glamor and/or willpower, with the catch being that death must be caused by fire damage at a minimum size and intensity.

I actually thought that I'd make the Phoenix thing the capstone of South-West. Or something like that!

(South-West will be all about weaponizing crazy and crazfying honor, basically. In my imagination or whatnot.)
 
Just going to stop you here, and point out that that's one of the big reasons that Requiem, which is a substantially better game than Masquerade, got rid entirely of the bullshit Paths.

The Paths fuck everything up, and are awful in basically every way. They were originally made for NPC Sabbat so they could be puppy-raping evil, and that's just fucking awful in a "Goddamnit WW, goddamn 90s" way. Force everyone to use Humanity and there's no one getting away with a morality system of "what I was going to do anyway".

Get rid of the Paths, and no, you don't have a Sabbat that does stupid EDGY things like that for the lulz. In fact, just make all Tzimisce into Old Clan and get rid of Vicissitude entirely. It's an awful athematic power that is only there because of the Necroscope books, and they were written by Brian "I invented Kthnaid, Cthulhu's good shiny golden brother" Lumley.
You know I'm right, girl. It's not a classic vampire power, it doesn't particularly serve the vampire mythos except for schlock, and it's too broad as implemented.

Scrap it as a major clan thing, and if you want to bring it back bring it back as something like Malkavia from the nWoD - as a literal disease that gets to sit on the fear of things like STDs and the associated biohorror.

Vicissitude is pretty reminiscent of the vampire stuff from JJBA.

Here are just a few examples:

The attaching your head to someone else body thing.
That vampire who turned his hair into spikes. We see a pillar man squeeze through a tiny vent, and hide his body inside another person.


Even the mess with other peoples body part of the power, has similarities.

There were stuff like animals with human heads grafted onto them and that guy with a bunch of snakes attached to his face in Part 1. There was also those nazis being attached to each other in part 2.
 
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Vicissitude is pretty reminiscent of the vampire stuff from JJBA.

Here are just a few examples:

The attaching your head to someone else body thing.
That vampire who turned his hair into spikes. We see a pillar man squeeze through a tiny vent, and hide his body inside another person.


Even the mess with other peoples body part of the power, has similarities.

There were stuff like animals with human heads grafted onto them and that guy with a bunch of snakes attached to his face in Part 1. There was also those nazis being attached to each other in part 2.
Jojo vampires in OWOD: Confirmed.
 
Vicissitude is pretty reminiscent of the vampire stuff from JJBA.

Here are just a few examples:

The attaching your head to someone else body thing.
That vampire who turned his hair into spikes. We see a pillar man squeeze through a tiny vent, and hide his body inside another person.


Even the mess with other peoples body part of the power, has similarities.

There were stuff like animals with human heads grafted onto them and that guy with a bunch of snakes attached to his face in Part 1. There was also those nazis being attached to each other in part 2.

Not as vampire related as the other stuff, but It also reminds me of the fate of the first villain in Part 4 of JJBA.
 
Vicissitude is pretty reminiscent of the vampire stuff from JJBA.

Here are just a few examples:

The attaching your head to someone else body thing.
That vampire who turned his hair into spikes. We see a pillar man squeeze through a tiny vent, and hide his body inside another person.


Even the mess with other peoples body part of the power, has similarities.

There were stuff like animals with human heads grafted onto them and that guy with a bunch of snakes attached to his face in Part 1. There was also those nazis being attached to each other in part 2.
Which really just makes Vicissitude sound amazing, for all that I know nothing about its actual mechanics.
 
Vicissitude is pretty reminiscent of the vampire stuff from JJBA.

Here are just a few examples:

The attaching your head to someone else body thing.
That vampire who turned his hair into spikes. We see a pillar man squeeze through a tiny vent, and hide his body inside another person.


Even the mess with other peoples body part of the power, has similarities.

There were stuff like animals with human heads grafted onto them and that guy with a bunch of snakes attached to his face in Part 1. There was also those nazis being attached to each other in part 2.
So make a DIO clan then?
 
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