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The

Strigoi
"Certainly virtue is like precious odors, most fragrant when they are incensed, or crushed:
for prosperity doth best discover vice, but adversity doth best discover virtue. "
- Sir Francis Bacon
Creeping out from their ancestral abodes in the first she seemed just sickly, but soon her flesh
hoary mountains of eastern Europe, the began to take rot, and she was aught but
Strigoi bear the dubious destinction of ragged corpse in appearance. Unable to
being two bloodlines claiming a single be with the people she had grown up
founder. But this claim and their with Lizuca left the village.
signature discipline has not brought Living by the River Elbe, Lizuca
respect or admiration from their became a kind of hag creature who
fellow kindred. Rumors about would trap those of the local
diablerie, devil worship, madness, populace who travelled too close to
and demonic possession have the rivers banks at night. But Lizuca
isolated the bloodlines of the Strigoi was not the only kindred living near
to such a degree that they are now the river. She was approached by two
almost akin to their own small clan. others, the Sisters, who took Lizuca
This is not helped by the Strigoi's under their wing and gave a meaning to
predilection towards degeneration, her existence. She was the embodiment of the
debauchery, and cruetly, traits that almost all Crone, they told her, and taught her the traditions of
Strigoi of note bear. Knowledgable kindred do their best Circle. Lizuca took to the Circle's ways like a fish to a
to keep their distance from the Creeps and the Fiends. stream, but despite this she still was uncontented. The
others sisters, the Virgin and the Mother, could walk

History among mortals without fear and hatred, yet she could not.
So Lizuca bent her powers to understanding flesh, hers
and theirs. Mortals became her study as well, and she left
Lizuca's Calling prey often dissected to expose its secrets.

Changing Skins
Lizuca was the most sought after bride of her village,
having been achingly beautiful in her youth. The
daughter of widowed herbalist, Lizuca was keen at When she did at last find the secret wished for, it was
farming and medicine. But luck would not be with her bitter knowledge. Still, undaunted by the task, she
and after becoming engaged, she began being visited in trapped the Virgin and Mother in webs of deceit, and
the night by dark menace, that left her sickly by morning. when they were staked, she used them to cast a great ritual
Spells and wards both christian and pagan were alined unseen by any kindred of the Circle of the Crone. She
about her room, but none mattered, for in the end the dark absorbed their essences and then knew all secrets of flesh
menace crept into her chambers and she was embraced. and bone. With this she changed her blood and could now
The menace was named Rada, and he was like a cold become old or young, fat or skinny, cold or flush. But
ragged corpse. He told Lizuca that he had been captivated even as she reveled in this knowledge, all was not as she
by her night time singing, as was her custom to sing to her had hoped. Walking amongst the mortal populace, they
mother in the evening, and that he had visited her, but in still looked at her new form with anxiety and secret dread.
doing so she had begun to sicken and die. Rather than let Though she was not outwardly a monster, mortals still felt
that happen, Rada claimed, he had saved Lizuca. the monster inside and felt terror from it.

Revealing the basics of her condition Rada disappeared Coldly betrayed even in victory, Lizuca again became a
soon after, and swiftly Lizuca's beauty began to fade. At recluse, a white clad witch of the forest. She would claim
childer in those years, mostly mediums or those with anger and jealousy Tzimisces took her heart's blood.
occult talents, and teach them her powers of Transviscera, Tzimisces made enemies of many that night, not the least
but they suffered just as her, and went their separate ways. of which were Lizuca's get, the Strigoi Morti.

The Tutalage of Tzimisces Diablerie's Mark


Ioannes Tzimisces III, a prince of the Byzantine empire Tzimisces was changed after the act of amaranth. His
during the 10th century A.D., was known to have been later childer reported that he had traits of madness and
debauched and narcissistic in his time at Constantinople. disquiet that were not immediately apparent. He had
But after offending those in power, a blood hunt was reentered kindred society, taking residence in Budapest
called on Tzimisces and he left Constantinople and fled and selected childer from their barons and princes, all
into the depths of the slavic lands to the north. The wilds with a penchant for ambition. But as he grew old, he
of the north forests and mountains were perilous, grew distant. His childer admitted that he was haunted by
barbarous lands that Rome had only partially civilized, voices, and that sometimes his powers of Transviscera
and lone kindred traveling by moonlight still had unseen would become uncontrolled and would grow limbs, eyes,
terrors to face. Tzimisces travelled long in these depths or mouths that seemed to move with a will of their own.
but found no place to call a haven until a fateful encounter In early 14th century as Tzimisces' bouts of madness
with the witch Lizuca. became worse, and Tzimisces surprised his childer by
undergoing a strange metamorphosis.
She came to him like an angel out of heaven, smiting
those that pursued him. Out of thanks and at great Those of her blood felt her absence, and found that
surprise Tzimisces humbled himself before her, and Tzimisces had left her domain. When he was reported
begged to be taught at her side. And Lizuca agreed, using Transviscera, her blood-tied new what had
despite herself. For a time they were friends, then lovers, happened. Some of those took it upon themselves to seek
and then estranged. But Lizuca held Tzimisces to his revenge, and one of these was Rada. Rada had never left
bond, and tied the strings of her demise. his childe totally, keeping his eyes on her from afar,
horrified with the guilt that he had cursed her. When
In addition to her knowledge Lizuca's of flesh-crafting, news of her diablerie reached him, he found her oldest
she was an accomplished sorceress. And in Lizuca childe and formed a pact of revenge. Taking her bloodline
Tzimisces found not just a master but a teacher, and he though her childe, Rada bore a few more childer and
was quick to learn. She taught him the ways of the fought a secret war against Tzimisces. When Rada did
mountains, forests, and rivers, and it was long before eventually confront the aged prince, intent on destroying
Tzimisces lost his fear of the wilds and came to feel of it him, he met with a revelation. From Tzimisces' own flesh
as his home. Lizuca was respected by the powers and came her voice. Lizuca spoke from within Tzimisces and
spirits that dwelt in wilds and by other kindred that Rada wept, for he realized that in truth she was not dead,
walked the open country under the moon. Tzimisces but locked in vessel that Rada was bent on destroying.
became a trusted servant of Lizuca and powerful in his
own right, but in all ways an extension of Lizuca's power, Lizuca calmed her blood-tied and then told them more of
and it is because of this he eventually realized his folly. the horrible miracle she had achieved. Both lines were
brought before their founders and a dread pact formed
Lizuca, taught Tzimisces many things, but never as much assuaging all vengeance, and those closest to Tzimsces
as she herself knew. This knowledge she held as bond on and Lizuca became the lords of a combined house,
her servant, keeping him loyal with the promises of caretakers of "the Founder" in its new form. Both lines
deeper mysteries and keys to greater knowledge. Despite took the name Strigoi, a sobriquet for witch or devil, set
this Tzimisces eventually found his service to Lizuca as a about regaining control of Budapest, however that was not
prison, and though he wanted to leave and come into his to be. Facing pressure from elements of the First and
own power and status, but she would not let him. When Second Estates, the two lines removed themselves to
the burden eventually became too great, Tzimisces turned wilds of eastern Hungary. Reestablishing themselves, the
on Lizuca seeing his own demise as preferable to Strigoi dug themselves into this new domain, selecting
unending servitude. The both of them fought viciously childer from rising noble houses. Thus the Strigoi have
leaving no quarter, but in the end Tzimisces persevered, long haunted the lands of eastern europe, resisting any
and Lizuca's spells, protections, and wards failed against who would uproot them.
him. She came to be at his mercy, and in a moment of
Traditions
allowing the Strigoi to debate internal matters of the two
lines.

The Diet of Cluj


After Fleeing Bundapest, the Strigoi came into the lands
of Transylvania, which at the time were part of the
Voivodes
Strigoi who take Domains, most often Strigoi Vîi, take
Kingdom of Hungary. Wild and undeveloped, these lands
the title Voivode, or warlord, as their honorific. Voivodes
had sporatic villages and a few growing cities populated
are aptly named as they have a history of struggle in their
by Saxon, Szekler, and Vlach peoples, and the strigoi
Europian Domains. Feuds are common and even
made retainers of their leaders. Eastern Hungary rarely
encouraged as elders think it keeps the teeth sharp during
payed tribute to the previous Kings and in turn the Kings
their centuries of unlife. When atlast an enemy is ready
had not made the effort to establish dominance.
for the kill, Voivodes are expected to use the rites of
Monomancy to finish off the opponent. While such rites
With the flight of the Strigoi, this was soon to change.
were originally design to be used instead of wasting the
Cities were beginning to grow in the Carpathian Basin
blood of countless retainers, the Strigoi use it instead as
and Invictus kindred wished to grow their domains. As
the finishing touch of a long drawn out battle, proving to
they began incursions into Strigoi territory, the lines of
their peers that they can finish off an opponent utterly,
the Strigoi met in council to see what could be done.
physically and mentally.
Bringing their mortal retainers to Cluj near the border to
western Hungary, they banded their lines closer together
and set about defending their lands. Thus a few centuries
Kolduns
Those of the Strigoi who aquire great skill in blood
of strife between eastern and western Hungary were
sorcery often take the title Koldun, or or the feminine
aggravated. As the conflict wore on and eventually, the
Koldunya. A Koldun must be versed in the ways of the
Diet of Cluj had become a tradition, and remains so
mountains, rivers, wind, and fires, and have them at his
command. While they practice a version of Cruác, the
Kolduns of the Strigoi have their own rituals inherited Familie de Sânge
from Lizuca, and are loathe to teach them to others not of Legend also speaks of the so called Blood Families of the
the line. Indead many whisper that if they have stayed a Strigoi, mortal families whose heredity caries a weak
proprietary secret for this long, then the Kolduns must form of vitae in their veins. Such beings did not require
take extra special care that those who share them are delt constant infusions of vitae to keep them going and were
with. born loyal to the Strigoi who created them. Several such
families were thought to have existed during the dark ages
Kolduns in the old country are often allied with a Voivode up unto the renaissance, but they were suppoed to have
in their domain, serving the Voivode as an advisor in been destroyed by the inquisition.
matters spiritual. The Koldun is in turn a made a regent,
allowing for more privacy. Wise Voivodes know to step Despite being mortal, these blood families werre not
carefully around a Koldun in his domain. always the perfect servants. Having an ever replenished

Szlatcha
store of vitae in their veins, these kine were known for
violent behavior, having frenzies akin to those of
Szlatcha are the servants of the Strigoi, specially crafted vampires. Other impusles of less savory nature were also
to be fearsome combatants. Also known as war ghouls, prone to them, not the least of which included
szlatcha are often hidiously deformed, hunchbacked cannibalism.
creatures with boney spines, sharp teeth and other
modifications that make them dangerous in hand to hand
combat. Sometimes pitiful, these deformed people live
torturous lives ast their masters whim. Some szlatcha are
even selectively lobotomized by their masters to be made
more vicoius or feral. Some Szlatcha, however, becocme
indespesible and may eventually aquire the embrace from
their regent. Such cases are rare and often a said szlatcha
must rely on their own abilities to return themselvers to a
normal shape.

Szatcha are somewhat rare in modern nights. Either that


or their modifications are made smaller and more
obscurable, so as to not draw attention. Modern szlatcha
may have claws hidden in gloves for example. Either that
oir they are just not allowed to see the light of day, while
their masters live.

Vozhd
Vozhd are legendary creatures, composite war ghouls
comprised of anywhere from 10 to 20 mortals. Such
beasts are truely a monstrosity and werre thought to have
been made to frighten and kill the invading armies of
western kindred in nights long past. The cost of
maintaining such creature makes them theoretically
difficult to keep at best. Especially since such beasts are
often made carnivorous as a matter of course.

A modern made vozhd may exist somewhere but they a


ecxeedingly expensive to feed, requiring a good cow or
two to eat a day. Obviously such a creature would be the
quite the masquerade breach if released, but it may be
useful as a way of executing prisoners (yes my darling,
we've got something special for you tonight. Yes we have
...).
Strigoi Vˆi
"My darling, you have the most exquisitly beautiful face. Pity if something were to happen to it ..."

Strigoi Vîi are monstrous lords, whose penchant for Satan's army.
madness, viciousness, and cruelty are made even more Appearance: Strigoi Vîi are often physically beautiful or
terrible through their bloodline discipline of Transviscera, imposing, but individuals vary wildly as to what they
which allows one to sculpt and mold flesh like clay. consider either. Due to their trouble within the clan
Deadly vampires even by Ventrue standards, Strigoi Vîi proper, and probably due to no shortage of vanity within
use their Transviscera discipline to sculpt themselves into the line, Strigoi Vîi are often more rebellious in
images of terrible beauty or tear the flesh off the bones of appearance than your average Ventrue.
their enemies. Most are gentile and courteous, but these Haven: Strigoi Vîi havens are very personal things.
affectations are only a mask to hide dark predilections and Strigoi Vîi share similar proclivity with their Ventrue
inhuman behavior, that those outside the clan mark as a clan-mates for large ostentatious havens, and even share
somewhat morbid sense of taste. Born in betrayal, this the tradition of providing sanctuary to other Ventrue and
bloodline is marred by the same madness and delight in playing gracious host. Strigoi Vîi show equal
degeneration that haunt the Ventrue. Indeed, the Strigoi zeal in defense of their domains, and give special
Vîi bare it almost more, as their penchant for torture and "attention" to those who trespass.
cruelty leads them ever closer to the beast. Background: Strigoi Vîi choose choose childer who are
distinctive and not necessarily traditionally professional or
The founder’s metamorphosis was viewed with great noble. They look for traits that make a mortal "worthy" of
skeptisism by the Ventrue leaders of the old world, and the embrace, not considering it a "curse" in the usual
they have spread whispers that Tzimisces is just another sense. Often traits that attract them are exceptional genius
elder whose mind has fallen to degeneration and has been or cunning, or acts of great willpower. Strigoi Vîi are as
riven by insanity, something they do not wish to become likely to embrace a psychopath as a businessman if they
reflected upon them. What they hesitate to voice, think the mortal has a trait of interest. Whatever their
however, is the real possibility that Tzimisces is possessed mortal form, the elders hope, the chaff will fall from them
by a diablerized soul. As such the line is not held in good and they will become a more refined, deadly, formidable
regard by their parent clan and modern Strigoi Vîi suffer a vampire. Some Strigoi Vîi only embrace from ghouls
stigma as a line that is volatile and more dangerous to whom they have been training for years for the
trust than most. They are right of course transformation.
Character Creation: Strigoi Vîi favor either Mental or
Parent Clan: Ventrue Social attributes over brute strength but often learn to
Nickname: the Fiends. Among the Ventrue they known back up whatever weakness they may express. Ultimately
by their founders name, the Tzimisce. the fiends learn how to make other's fear them as it is their
Covenant: Many Strigoi Vîi, like others of the Ventrue best defense. Crafts, Medicine, Science, Intimidation,
clan, are members of Invictus, however they do not often Persuasion, and Brawl are common. Social merits, like
have support of their clan. Others are members of the those of Ventrue cousins are often of great use to a Strigoi
Ordo Dracul, where the clan's bloodline discipline is Vîi, and the Haven merit is particularly useful.
admired for facilitating change even if its just physical. Bloodline Disciplines: Animalism, Dominate,
The Lancea Sanctum also has its share of fiends but they Transviscera, and Vigor.
sometimes must weather accusations of demonic Weakness: Like Ventrue the Strigoi Vîi are prone to
possession or worship, especially due to their relation to derangements as they degenerate, (which is quite
the Strigoi Morti. While the Carthians will accept any common). They often are haunted by agoraphobia, or
dedicated member of the movement, some find the obsessive-compulsive disorder, or megalomania. This is
dominating ways of the Strigoi Vîi no different from their exacerbated by those who practice Transviscera, as its
enemies. Some Strigoi Vîi become members of Belial's practices have detrimental effect on humanity.
Brood, plying their flesh-crafting trade to the victims of In addition Strigoi Vîi cannot rest unless in contact with
blood soaked earth. Without such contact the Strigoi's rest
is haunted by fearful dreams and his flesh may feel not
entirely his own. One vitae's worth of blood must be
drained into at-least two handfuls of earth in order to sleep
restfully. If the Strigoi Vîi is unable to do so, she takes a
-2 penalty to all mental dice pools for any night gone
without suitable rest. Strigoi Vîi who suffer this
malediction report spasms or strange movements of
their flesh as if it was coming alive. Any failed
resolve or composure rolls can result in such an
episode, usually lasting the rest of the scene. The
character's flesh undulates, and spasms, and
mutates, reducing dexterity 1 for length of the
episode.
Organization: Strigoi Vîi and Strigoi Morti
have a tight knit organization, that borders on that
of a Clan or Covenant. Within that organization
the Strigoi Vîi are often very competitive,
struggling for prestige within the line that
they are denied in the clan proper. Both
bloodlines look to leadership from elders in
the old country, who have a council called
the Diet of Cluj. With the Strigoi Morti
advising, Strigoi Vîi rule what domains they
have with iron fists.
Concepts: Crime Lord, Sociopath,
Antiquated Nobility, Corporate Profiteer,
Yuppie Psycho."
Strigoi Morti¸
"Knowledge is not always kind. Some of what you may learn here, may have you pining for more ignorant times."

The other half of the Strigoi family are the descendants of morbid taste, often choosing materials that do not easily
Lizuca's childer, the Strigoi Morti. Where the Strigoi Vîi get wet or stain. As any Creep will tell you with smirk,
are haughty and vain, the Strigoi Morti are secretive and form follows function.
alien. Able to shed the physical deformity of their Haven: Introspective kindred, many Strigoi Morti live
Nosferatu cousins, they are no less hated and feared by simple hermit like existences. Some live hidden within
others. Thusly many have discarded their humanity and the walls of academia and are the source of campus ghost
seek to embody something ... more. Creeps often appear stories. Others convert abandoned building into labs or
monstrous out of choice rather than circumstance. studies filled with books, or what ever tools they use to
satiate their curiosity. What is common is that Creeps like
Strigoi Morti took upon themselves the inheritance of privacy, and don't take well to gate crashers, taking
Lizuca and study the mysteries of the second world. special pleaseure in the delivering of punative lessons.
Modern Strigoi Morti still serve the caretakers of the Background: Strigoi Morti are drawn to potential
founder, long after his/her descent into torpor. The childer because they have keen insight, or talent for the
caretakers rule by council, called the Diet of Cluj, where occult. Many look for some demonstration of "second
elders are advised by Kolduns, sorcerers of the Strigoi sight" in a prospective childe. Those who are worthy may
Morti, and seek to further the two lines. In modern nights lose their talents after the embrace, but soon they develop
the Diet has been mostly become a formal bickering powers to replace it.
session, where Voivodes fight over long forgotten feuds. Character Creation: Mental attributes are almost
With the fall of the iron curtain, more Strigoi have begun always primary. Common skills include Academics,
to branch out and travel to lands beyond their elders Investigation, Occult, Science, Stealth, Survival,
domains. Empathy, Persuasion, and Subterfuge. Haven and
Retainer merits are common, as well as Languages, and
Parent Clan: Nosferatu other mental merits.
Nickname: The Creeps Bloodline Disciplines: Auspex, Nightmare,
Covenant: Almost all Strigoi Morti belong to the Circle Transviscera, and Vigor
of the Crone at least in their formative years. As many Weakness: Strigoi Morti have the same weakness as
Strigoi Morti are from occult backgrounds, it usually goes their Nosferatu forbearers. However much they change
hand in hand with their initiation into the Kindred society. their visage to appear human, those that see them feel an
Lizuca was a powerful acolyte in her time and developed inner sense of their monstrous forms. This aura of fear
many Cruac rituals that are kept secret by the bloodline, does not betray the Strigoi Morti who uses Obfuscate any
so it has been rumored that they enforce that secrecy if more than it would any other nosferatu.
one of their flock who has learned too much goes astray. In addition Strigoi Morti suffer the same weakness as the
Those that leave the Circle early on (before learning Strigoi Vii and cannot rest unless in contact with blood
anything "proprietary" that is) often do so to join the Ordo soaked earth. One vitae's worth of blood must be drained
Dracul, whose own occult practices are enticing to into at-least two handfuls of earth. If the Creep is unable
scholarly Creeps. Those that do often become to do so, she takes a -2 penalty to all mental dice pools for
"scientists", studying the development of the vampiric any night gone without suitable rest. Those who suffer
form. this malediction report spasms or strange movements of
Appearance: Transviscera allows Strigoi Morti to their flesh as if it was coming alive. Any failed resolve or
appear as human as they wish, but since their clan composure rolls can result in such an episode, usually
weakness still persists many Strigoi Morti don't both with lasting the rest of the scene. The character's flesh
human appearances. Instead they tend to refine their undulates, and spasms, and mutates, reducing dexterity 1
monstrous appearances into a morbidly artistic or alien for length of the episode. Strigoi Morti elders theorize
semblance. They favor dark clothes that suit their sense that this curse was left by the spirits of the Virgin and the
Mother for Lizuca's treachery and that the rite of blood
soaked earth wards them against it.
Organization: Strigoi Morti share their
organization with the Strigoi Vii forming a
symbiotic relationship. The Strigoi Vii
lead and the Strigoi Morti advise. While
this might seem a diminished or
subservient role, the Strigoi Morti long
ago learned that it is easier to let
someone else stand up and be a target
for plots and treachery. Those who do
not become Voivodes in their own
right , or have little use for politiccs
take the title "Koldun" as a mark of
their power and wisdom. However,
those who take the title must be able
to defend their claim to it.
Concepts: Obsessive Occultist,
Modern Warlock, Driven Professor,
Cenobite Wannabe, Butcher, Mad
Scientist.
T ransviscera & Cruác
Transviscera
Practiced by the Strigoi bloodlines, this foul discipline is
breach of the masquerade.

Suggested Modifiers
thought to have had its origins in the disciplines of Modifier Situation
Protean and the blood sorcery of Cruac. That said, using +2 Character has a live model or extensive research
Transviscera has a similar devastating effect on the to work from.
humanity of a practitioner of its uses. Dots in +1 Using a mirror.
Transviscera limit the highest levels of humanity a - No special considerations or only working from
flesh-crafter may keep or obtain, much like the Crone's photographs.
blood sorcery. Use of Transviscera also requires manually -1 Inferior research or photographs available.
sculpting the subject in question. Even for changes to -2 Bad conditions (Such as attempting fine detail
skin, hair, or eye coloration, a cursory pass of the hand is on a unwilling subject, or attempting self
needed for the change. Most changes are extended rolls modification during combat).
whose limits are determined by how pervasive they are.
The Clan Weakness of the Nosferatu cannot be overcome
by physical transformation alone, and still effects those •• Exhortation of Corpulence - Now capable
who have been flesh-crafted to appear more mundane. of molding all flesh, the vampire can now make gross
changes to his form. The vampire may now move whole
clumps of flesh (skin, fat, muscle, sinew) and use this to
• Supplication of Skin - At this early level of modify his attributes. This allows the vampire to
development, the vampire's skill with Transviscera can exchange points between the characters physical
only effect minor changes in appearance, changing hair, attributes. Attributes may not be raised above the
eye, or skin color, subtly shifting the features of the face character's trait limit of-course.
or the way weight is carried. Strigoi of the dark-ages used Cost: 1 vitae
this power to make themselves more refined or beautiful, Dice Pool: Dexterity + Crafts + Transviscera.
or to become spies in rival courts. Action: Extended (Attribute changes are involved (10))
Cost: 1 vitae Dramatic Failure: The vampire has botched the attempt
Dice Pool: Dexterity + Crafts + Transviscera. and has lost the point that was being used to make another
Action: Extended (minor changes are simple (5), trait larger. It can be returned with another successful
copying a person's resemblance is elaborate (15)) involved (10) attempt.
Dramatic Failure: The vampire has botched the attempt Failure: The vampire fails to effect her flesh and the
and has inadvertently lowered her Presence by one point. blood is spent.
Failure: The vampire fails to effect her flesh and the Success: The vampire gains a modicum of success
blood is spent. towards the desired effect.
Success: The vampire gains a modicum of success Exceptional Success: The trait is shifted to effectively
towards the desired effect. that it costs one point less than required. This effect only
Exceptional Success: Improve her presence by one with lasts until the vampire sleeps and then the trait raised is
no experience cost. No further improvements possible. lowered by one point.

Each roll takes 10 minutes to complete. Without Mandate Each roll takes 10 minutes to complete. Only one dot of a
of the Flesh this effect is personal use only. Self made physical attribute is shifted per attempt. Self made
changes can be undone. allowing one to revert back to changes can be undone. allowing one to revert back to
their original form without having to make a roll, at the their original form without having to make a roll, at the
cost of 1 vitae. Doing so takes one turn, and does not cost of 1 vitae. Doing so takes one turn, and does not
require manual sculpting. This reversion is a definite require manual sculpting. This reversion is a definite
breach of the masquerade. +/- Modifiers from the level of Tranviscera used.
- No particular advantage
Suggested Modifiers
Modifier Situation -2 Bad conditions (Such as attempting fine detail
+1 Medicine specialty in anatomy, physical on a unwilling subject, or attempting self
therapy, or surgery (counts once). modification during combat).
+1 Medicine of 3 or more dots
+1 Using a mirror.
-
-2
No particular advantage
Bad conditions (Such as attempting fine detail •••• Solicitation of Bone - The vampire is
on a unwilling subject, or attempting self now capable of sculpting and warping bones, his own or
modification during combat). someone else's. When used to modify a body, this power
allows claws, pointed spines or barbs to sprout from the
flesh. It can also allow the vampire to change a
••• Mandate of the Flesh - Allows use of character's size attribute to a certain degree. Used as a
the Supplication of Skin or Exhortation of Corpulence on weapon, this power can cause bone to break or sprout
other targets. With Exhortation of Corpulence this power barbs, internally lacerating the body of the poor soul
can be used to just remove physical attribute points as under its effect.
opposed to shifting them. Cost: 1 vitae.
Cost: 1 willpower point. Dice Pool: Dexterity or Strength + Crafts + Transviscera
Dice Pool: Strength + Crafts + Transviscera minus minus Stamina + Blood Potency
Stamina + Blood Potency Action: Instant or extended (simple (5) for barbs and
Action: Instant or extended (see below). claws, elaborate (15) for size changes).
Dramatic Failure: The vampire fails to effect the Dramatic Failure: If used on himself the vampire
character and can no longer effect them for the rest of the looses a dot to stamina due to a fault in his bone structure.
scene This dot can be restored with a successful bone-crafting
Failure: The vampire fails to effect the subject's flesh attempt. Used against another character, the vampire fails
while vitae and willpower are spent. to effect the character and can no longer effect them for
Success: the vampire succeeds in performing the effect the rest of the scene.
on the target. Failure: The vampire bone-crafting fails to effect the
Exceptional Success: Same as the original power. In subject's or his own flesh while vitae and willpower are
combat, the effect reduces an attribute by 2. spent.
Success: the vampire succeeds in performing the effect
The vampire must grapple unwilling subjects before this on himself or the target.
effect can be used. In combat the vampire can reduce Exceptional Success: The Bone-crafter's creation or
attributes, rather than just manipulate them as an instant modification gains a +1 bonus due to exceptional
action. Each attempt takes a turn and reduces one craftsmanship. If used to enhance a creature's size, the
attribute by one point. Effected attributes include effect costs one less attribute point than normal. If used in
strength, dexterity, stamina, or presence. Effects are combat, exceptional success means the heart has been
healable as if it were 4 lethal wounds per dots punctured killing any normal human instantly, or
moved/missing. If the user chooses she can try to make rupturing the seat of vampire's vitae, cause 1/2 his blood
such things permanent, using a willpower dot. This can points to erupt from his body.
only be done on vampires of lower blood potency.
Vampires of higher blood potency can heal a "permanent" If an extended action is used it takes 10 minutes per roll.
effect as if it were an aggravated wound. Using this power can give the subject the ability gain a +1
die to melee attacks and allows his melee attacks to do
Suggested Modifiers lethal damage. It can also be used to shift dots between
Modifier Situation the character's Stamina and Size, although by no more
+1 Medicine specialty in anatomy, physical than 2 points, and a character's stamina can never go
therapy, or surgery (counts once). below 1 dot. Used directly as a weapon, Solicitation of
+1 Medicine of 3 or more dots Bone can cause 1 point of lethal damage per success. The
+2 Power is used on a vampire with which the vampire must grapple an unwilling target before using this
character has a blood tie. power. Exceptional success means the heart has been
punctured killing any normal human instantly or causing a
vampire to lose half of his vitae as it ruptures from his
body. Modifications are healable as with mandate of the
flesh. Lethal wounds caused by bone-craft are healed
Cruác Rituals
As the white witch of the river Danube, Lizuca became a
cost twice as many vitae to heal (as opposed to 4 points renwned sorceress. becoming versed in the languages of
like with attribute modifications). Self made changes can spirits and petitioning of dire gods and goddesses. Three
be undone. allowing one to revert back to their original Goddesses were particularly iumportant to Lizuca, the
form without having to make a roll, at the cost of 1 Vitae. Snake Maiden, the Bone-legged Witch, and the Moist
Doing so takes one turn, and does not require manual Mother Earth, the Bone Witch in particular having been
sculpting. This reversion is a definite breach of the her manifestation of the Crone and her idol of power.
masquerade.
Learning much from the spirits of the land, Lizuca
Suggested Modifiers developed blood rituals of her own, derived of the slavic
Modifier Situation pagan traditions of her teachers. Lizuca understood that
+1 Medicine specialty in anatomy, physical all things animate and inanimate had spirits, spirits that
therapy, or surgery (counts once). could be called and awoken. Her rituals she passes on to
+1 Medicine of 3 or more dots only her most trusted students. The Strigoi Morti have
+1 Using a mirror. taken up this task of passing down the inheritance of
+2 Power is used on a vampire with which the lizuca's knowledge, and they don't do so lightly. In order
character has a blood tie. to learn these rituals one must have dots in Status: Strigoi
- No particular advantage equal to the dots of the desired ritual.
-2 Bad conditions (Such as attempting fine detail
on a unwilling subject, or attempting self
modification during combat).
Whispers of the Rest less Dead
(Level-One Cruác Ritual)
Spirits of the dead, who have unclean deeds to atone for,
••••• Mastery of the Vital Corpus - At are called by the commands of this ritual to haunt an
this point the flesh-crafter's mastery of Transviscera individual. They whisper foul threats and blasphemies
means he no longer needs to use his hands to manually just loud enough for the unfortunate victim to hear, but
sculpt his own body, and needs but a touch to effect not always understand. They have an unsettling effect on
others. Use of this power is truly feared, as a vampire can mortals and kindred alike, as the spirits can feel the
pass on a debilitating deformity with but a light caress. emotions of the living and like to play to them.
Cost: Same as Tranviscera power used.
Dice Pool: Dexterity or Strength + (Crafts or Brawl, Successes from the casting of this ritual subract from a
whichever is lower) + Transviscera minus Stamina + characters composure pools while in the presence of the
Blood Potency Koldun. This power is resisted by Resolve + Blood
Action: Same as Tranviscera power used. Potency.

Extended rolls using Transviscera now only take one turn


per roll instead of 10 minutes per roll and can be done
Strength of the Mountain Stone
(Level-One Cruác Ritual)
with thought alone. To flesh-craft/bone-craft others the Calling on the protection of Moist Mother Earth, the
vampire need not grapple them but only touch them, Koldunya ingests four handfulls of dirt and is thus granted
allowing surprise attacks with Transviscera. This must be her blessing. The Koldunya's skin becomes incredibly
skin to skin contact however. In Combat touching the tough akin to stone. However this has the side effect of
target is as important as the crafting skill, thus the reducing the Koldunya's speed and agility.
character uses the lesser of her Craft or Brawl skill in the
dice-pool. The Koldunya gains 2/2 armor, however she suffers a -2
to her Speed, Initiative, and Dexterity rolls. This effect
Suggested Modifiers lasts for the scene or until it has reduced a number of dice
Use modifiers from the specific Transviscera level used in equal to the successes from the casting. On the round after
conjunction with Mastery of the Vital Corpus. it exceeds that number, a fine dust shakes off the skin of
the Koldunya and she returns to normal
Awaken the Domovoi
For as much as 100 yard, chill winds whip out in one
direction from Koldun's position. Each success of the
(Level-Two Cruác Ritual) Ritual is subracted from the speed of any who move
The Strigoi have long dealt with invaders in their lands. towards the Koldun. In addition those within these
By use of this ritual, the Koldun awakens the domrment unatural winds suffer one point of bashing damage per
spirits of his haven to better protect and aid the sorcerer. round from the wind chill and cold temperatures. There
These spirits will warn him of guests at the door, or may be secondary effects that the storyteller may decide
approaching enemies. Minor feats of movement are also to include, such as frozen puddles of water, extreme frost
possible by the spirits of the house. Candles or lights on nearlby objects and such.
might light themselves, doors may close shut and even
lock themselves, rooms may seem comfortable or cold for Svarog's Hammer
no reason. All in all such effects are comparable with a (Level-Three Cruác Ritual)
minor haunting and are not usually enough to cause Intoning praises to Svarog the fire lord, and calling for his
damage or harm an unwelcome guest, just impede them. aid, the Koldunya can cause an inanimate object to heat
up and eventually combust. This ritual is potentially
This ritual encompasses one building down to its dangerous in the hands of brash young kindred and it is
foundation, and lasts until the next night, and thus mist be taught with a measure of prudence. Once a fire is started
performed nightly in order to be maintained. While the by Svarog it is no longer under the control of the sorceress
spirits of the building in question can be many and varied who summoned it.
they often have a group personality and presense. They
may not always serve to the best of their ability, but they The Koldunya must aquire a number of successes equal to
are assumed to be faithfull to the Koldun as if bound by a 3 + Durablility + Structure of the object before it will
Vinculum. The Power, Finesse, and Resistance of this burst into flames after which the flames will run on what
group presence are determined by divying the successes fuel the have. If the object in question is not conducive to
from the roll. No one attribute can be higher than the fire, such as concrete or metal, it will reach a melting
Koldun's Cruác level. stage when its Durability + Structure is reached and it will
start to cool immediately after. Those in contact with the

The Call of the Vodyanoi


object in question may recieve damage from the item
being superheated. Anyone in contact with such an item or
(Level-Two Cruác Ritual) thing takes 1 lethal wound for every success past the
Spirits of rivers and streams, these creatures can create object's Durability. Vampires take aggravated damage
illusions at the call of the Koldunya, and thus fool the from flames that may burst at the end of the ritual's effect,
unwary towards watery deaths. Such illusions are cast if still in contact with the object in question. Remember
above a body of water and can have full sight and sound, that while some items have no Durability, their size counts
although they fade when touched and can only be recalled towards their structure.
as a hazy memory.
For example: Mother, a powerful inquisitor has been
The Size of the illusion create is limited by the number of lying to Lester, a brash Strigoi Morti. Lester decides to
successes generated, and its bounds cannot extend teach him a lesson and begins to cast Svarog's Hammer on
beyopnd the limits of the body of water used to summon Mother's leather pants. The pants have effectively no
it. The water must be alteast an inch deep. Those who Durability but have a size of 3 giving them a structure of
view the illusion have a chance to see through them, by 3. Lester will have to generate 6 successes before
exceeding the Koldunya's successes with a Wits + Mother's pants burst into flame. Mother will probably
Composure roll. notice before this as the leather starts to steam and crack.
Marena's Cold Breathe
(Level-three Cruác Ritual) The Embrace of Mokosh
Marena Goddess of winter, sickness, and death is (Level-four Cruác Ritual)
beckoned to aid the Koldun against his enemies. So Sinking into the earth up the neck, The Koldun is
invoked she causes chill winds to kick up within Koldun's rejuvinated by the cool grasp of Most Mother Earth.
presence. These winds hinder the movement of others Mokosh goddess of hearth and home tends the Kolduns
and can even cause frostbite. wounds, sealing them with her magic. Even aggravated
wounds can be healed this way, although not as fast as
other wounds. strike does 10 levels of bashing damage plus the successes
from the attack roll.
The Koldun within Mokosh's Embrace may heal wounds
at 1/2 cost, and may heal aggravated wounds at a cost of 2 Sight of the Many
vitae per wound. If the Koldun sleeps the day away in (Level-Five Cruác Ritual)
this manner even Aggravated wounds can be healed by By communing with the many spirits of the land, the
this ritual at a cost of 2 vitae instead of 5, and may be Koldunya can link with them and share their senses,
healed at a rate of one per night. feeling out the land for a good distance. The senses of
spirits are different from most, and do not include sight.
Grasp of Stribog Instead the Koldunya feels the surface of every rock, tree
(Level-Four Cruác Ritual) and stone within the rituals effect. She can feel where any
Within the grasp of the wind god, The Koldunya can living creatures are, and can here their sound if she
travel great distances. The Koldunya's body becomes wishes, but that is all. A Koldunya thus empowered is
ephemeral and travels through the sky at great speeds, rarely ever lost, unless confounded by other supernatural
landing and instantly becoming material in a flash. powers.

Using this ritual takes the Koldunya's action and causes This ritual lasts for one scene, and has a range of 1 mile
the sorceress to move to a predetermined destination at per success in the outdoors, but only 50 feet per success
speeds comparable to 50 mph/73 yards per turn (that of a within a building or structure. The Koldun can make Wits
strong gust). The Koldunya's body is immaterial for the + Composure rolls to focus in on one area of their
duration, becoming like a faint whisp of smoke or vapor awareness and perceive it in detail. Otherwise there are
that is blown across strong winds. The ritual ends when too many stimulai to notice everything going on within
the Koldunya reaches the stated destination or after a the Koldunya's range. Moving objects are easier to detect
number of rounds equal to the successes achieved. If the and do not require a roll to be aware of their general
Koldunya has not reached the destination at the end of a localation, but unless the Koldunya focuses, they reviel
number of rounds equal to the successes achieved, then nothing more about themselves besides relative size.
she must roll again to stay adrift for the new successes in When focuing, the Koldunya projectsher sense to a
rounds. If she makes no successes, she lands safety on the specific spot and has a sense comparable to echolocation,
ground at the end of the last round. Using this ritual and thus can percive objects physically, but cannot
indoors is dangerous as the Koldunya moves so fast that percieve color, or read. While focusing, the Koldunya's
he has no cotrol over where she lands and the winds that normal senses are dormant. Obfuscate still has the ability
carry her buffet her about. Nor can the Koldunya use this to confound this power, as it effects the spirits that make it
ritual to enter a building or other structure from outside work. The Koldunya may employ Auspex in a focused
even through an open door or window. Those that try stop area however.
just short of where they intended to enter.

Perun's Wrath Devotions


(Level-Five Ritual) Form of the Zulo Beast
God of war and thunder, Perun is invoked to create a (Protean ••••, Nightmare •• or Transviscera •••••,
looming storm over the Koldun and for his lightning to be Nightmare ••)
thrown down upon his enemies. Such storms cover up to Cost: 2 vitae (the character can take two turns to
5 square miles, and throw down torrential amounts of transform if necessary).
precipitation if the Koldun wishes. Perun's lightning Through the use of this power Vampire becomes a 9 foot
strikes at the Koldun's command, however it cannot strike tall vicious chitinous beast with fangs and claws, the very
inside a building, unless the Koldun wishes the itself image of a nightmare. +2 dice to strength, dexterity,
building to be struck stamina, and size, and 1 point of general/ballistic armor.
-3 to any manipulation and presence unless it is for the
The storm breaks with sudden speed, after the full round intimidation in which case its a +3. Brawling attacks do
has passed. For the scene, the Koldun may call one lethal damage. If this form is taken while clothes are
lightning strike per round. To hit a target the Character worn, they are shredded as the vampire bursts out of them.
must make a Wits + Occult roll. Armor not specific to If the character is wearing armor or something else that is
electricity does not help reduce the attack pool. Each comparatively durable, then the vampire rolls his new
strength + stamina in damage to the item. arms, and other articulated limbs are of elaborate (15)
This power costs 24 experience to learn. difficulty, while organs such as eyes, mouths, or other
organs of a non muscular use are of intricate (25)
Body of the Sanguine Humor difficulty. Appendage can provide a number of situational
bonuses. Eyes can provide extra awareness or a +1 bonus
(Transviscera •••••) to perception tests. While extra arms and legs do not
Cost: 1 willpower translate into extra attacks, they can provide +1 bonuses to
The vampire can become a sentient, moving pile of gore. certain tasks such as grappling. lifting, or other strength
Normal physical attacks do no damage. Mystical attacks based tasks. Mouths on the end of such appendages can
do normal damage unless they require a mundane method make biting attacks without needing to grapple (an
of delivery (such as claws or enchanted physical intricate task to say the least). Manifesting an extra brain
weapons). Sunlight and fire do normal damage. While in or heart is impossible, however.
this form the character can slither up walls or through
anything that is not watertight. The character's physical Manifestations last for only one night , unless when the
attributes and size are halved while in this form (round character reawakens their cost is paid for a second time.
up) and physical disciplines are not available. Mental Mind you this can also extends the number of rounds it
disciplines are available however, with the exception of takes to reawaken as well, as the vampire must pay blood
Dominate, Cúac, and Theban Sorcery. The character's at the rate of their blood potency. Appendages created in
perceptions are unaffected (even without physical senses this manner cost a number of vitae based on their size.
to rely on) much like with Protean discipline Body of Eyes mouths, and hands cost 1 vitae. Full length adult
Spirit. Partial transformations are also possible allowing arms cost 2 vitae each, while full length legs cost 3 vitae
the vampire to sacrifice body parts to gain vitae in dire each. While a large number of manifestations are
situations. Legs and the torso are worth 2 vitae each, theoretically possible, the vampiric form cannot sustain
while arms, head, and the abdomen all count as 1 vitae. If too many before it fails to keep them. The cost of all the
the vitae from a limb or body part is used a like amount of manifestations made can never exceed a vampire's health
vitae must be spent to grow it back. levels. Any attempts to further modify the body are just a
This power requires 18 experience to learn. waste of vitae.

Body Armory Manifestations are often disturbing to others, and are a


(Transviscera ••••, Protean •••) definite breach of the masquerade. If manifestations are
Cost: Variable amount of vitae (usually the rating of the evident to others, the vampire suffers a -1 penalty for
weapon) every visible appendage to all presence and manipulation
The vampire can use Transviscera to craft vicious rolls that do not deal with intimidation or disciplines.
weapons of bone that can cause aggravated wounds. The Mortals who are unaware of the supernatural are often
vampire needs to make a bone-crafting roll with a target have even more drastic reactions to such things, and may
threshold of twice the damage of the weapon. These have to make wits + composure rolls or else behave badly
grizzly weapons upgrade a number of lethal wounds equal or erratically (such as leaving the character's presence
to the weapon's damage rating to aggravated damage. So without a word, or getting sick).
a sword created with Body Armory upgrades 3 wounds This power costs 21 points to learn.
per attack, where as a knife would only upgrade 1 per
attack. Such weapons are temporary and only last one
night. with a willpower dot, they can be made permanent.
This power costs 24 points to learn.

Manifest A ppendage
(Transviscera ••••, Protean •••)
Cost: 1 or more vitae
This devotion is used to develop extra organs and
appendages via Transviscera. Possibilities include eyes,
mouths, ears, fingers, arms, legs. Doing so requires an
extended Dexterity + Crafts + Tranviscera roll. Fingers,

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