Escolar Documentos
Profissional Documentos
Cultura Documentos
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.
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.
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.
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.
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.
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,