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The Strigoi
Main_Page > Vampire: The Requiem > Bloodlines > 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 hoary mountains of eastern Europe, the Strigoi bear the dubious distinction of being two bloodlines claiming a single founder. But this claim and their signature discipline has not brought respect or admiration from their fellow kindred. Rumors about diablerie, devil worship, madness, and demonic possession have isolated the bloodlines of the Strigoi to such a degree that they are now almost akin to their own small clan. This is not helped by the Strigoi's predilection towards degeneration, debauchery, and cruelty, traits that almost all Strigoi of note bear. Knowledgeable kindred do their best to keep their distance from the Creeps and the Fiends. History: Here lies the History of the creation of the Strigoi lines, and of the metamophosis of the founder. Traditions: Traditions of the lines, that even the most modern Strigoi knows of. Strigoi Vi: The Ventrue bloodline, nicknamed 'the Fiends'. Strigoi Morti: The Nosferatu bloodline, nicknamed 'the Creeps'. Transviscera: The flesh-shaping discipline of the Strigoi. Crac Rituals: The Crac Rituals developed by the Strigoi Morti. Devotions: Common Devotions within the lines.
The Symbol of the Strigoi Bloodlines
Added by VladtheBad

Category: World of Darkness 2004 (nWoD)

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History (Strigoi)
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > History

Contents
1 Lizuca's Calling 2 Changing Skins 3 The Tutelage of Tzimisces 4 Diablerie's Consequence

Lizuca's Calling
Beautiful and wise beyond her years, Lizuca was the pride of her village. The daughter of a widowed medicine woman, keen with plants and medicinal concoctions, she was aloof to the promises of suitors, sons of village elders, and the like, seemingly contented to live with her mother and grandparents in their house near the forest's edge. In the daylight hours she herded goats and picked herbs from the forest for her mother's potions and tinctures, and at night sang to her family by the fire side. Her life, though tough at times, was full and many in her village were saddened by what became of her. At first there were nightmares, the feeling of a weight upon her chest at night. She had dreams that she was buried with the dead, or that a dead man had slept next to her before being jolted awake to find only herself alone and half frightened to death. She became increasingly ill, the weight of her limbs too much to move. Lizuca's mother did her best to save her child with spells forbearing evil presences but eventually death did come, though not as Lizuca expected. She disappeared from her bed one night, and the villagers claimed that devil had finally claimed her a his bride. The devil in this case was named Rada, a nosferatu vampire who had been smitten by Lizuca's night singing. Rada, like many a wandering vampire away from a city's safety, was aimless and alone. He looked to many as a walking corpse, with scabrous flesh and ragged clothes stained with the dirt of many miles of travel. Though awful in appearance, he was still much more man than beast, and though he wanted to possess Lizuca, his shame in killing her had forced him to renew her in death. Though reviled, she heard him describe what had been done to her and what she must do to survive. A few days later, unable to bear his actions, he left her alone in the wild. Lizuca watched as her once envious beauty faded like flowers with no sunlight to nourish them. Subsisting on first on animals and then on frightened humans, her heart broke as she found it impossible to remain near her village. Her appearance had rotted much like Rada's, the corruption of her body plain to see. They sought her with fire and it was all she could do to escape. On the banks of the Danube she traveled as Rada had done, aimlessly watching her craving for blood tear away more and more of her soul. It was in this state that she was discovered by two acolytes of the Circle, the Virgin and the Mother as they called themselves, who had made a haven nearby. They welcomed Lizuca into their circle, and provided much of what Rada had not, answers to what her curse was and what it meant for her. Under their tutelage she became a third member of their coven and formidable vampire in her own right. Even still Lizuca railed at the limitations of her unlife. She had once been so admired, that to be trapped in the wretched body of a corpse gnawed at her night after night. The Virgin and the Mother walked effortlessly among mortals, stalking the trading towns of the Danube with ease, while Lizuca kept to the shadows and saw the fear and revulsion in those

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she claimed for sustenance. As she became more and more adept at blood sorcery, she bent her ambitions towards the goal of throwing off her curse.

Changing Skins
It took many years of experiments, vivisected mortals, blood oaths to spirits, but in the end she won the bitter knowledge that she sought. She trapped the Virgin and Mother, and used their staked bodies to enact of ritual of change, forcing her blood to evolve and her body to do what it was commanded. At ritual's end, she discovered that she could now appear young or old, fat or skinny, beautiful or vile, as she so chose. She felt heady and victorious and remarked at her success and felt the heavy cost. Her fellow acolytes were no more, their essences flowing within her veins. And yet walking among mortals for the first time in a century or more, she still sensed in them a secret dread. She realized that her efforts had not brought her as far as she had hoped. She was still a monster, and though mortals did not openly attack her as they had in her past, they feared her, knowing instinctively the presence of the monster before them. Perhaps more than ever before, so did she. Lizuca left the human cities growing on the Danube, and fell again into seclusion. Other kindred hunted her for her crimes, but they lost her in the forests to the east, where she made her haven once again. Feeding from settlers and tribes of Slavs, she earned her reputation as a witch of the forest. She claimed childer in those years, but they suffered the curse just as much as she had. Eventually coming to think of them as failed experiments, she released them from her domain.

The Tutelage of Tzimisces


Ioannes Tzimisces III, a noble of the Byzantine empire During the 10th century A.D., was known to have been a debauched and narcissistic harpy in his time living in Constantinople. After offending those in power, a blood hunt was called on Tzimisces and he left Constantinople and fled into the depths of the Slavic lands to the north. The wilds of the north, forests and mountains, were perilous lands that Rome had only partially civilized, and a lone kindred traveling by moonlight had many unseen terrors to face. Tzimisces travelled long in these depths but found no place to call a haven until a fateful encounter with the witch Lizuca. Being chased by hounds of his former prince, Tzimisces chanced upon Lizuca's domain, and calling upon the spirits of domain, she slew his pursuers before his eyes. Tzimisces threw himself at her mercy and to his surprise she allowed him to not only live but to remain in her domain. Tzimisces accepted, knowing that he would be otherwise hunted, and should he offend his benefactor, might meet the same fate as the hounds that had been on his heels. Over the long nights Lizuca and Tzimisces came to know one another well. He served her as seneschal in what manner he could and she initiated him into the Circle, teaching him the ways and methods of her ancient covenant. Tzimisces, for his part, was an apt pupil. Having been a cunning manipulator as far back as his time in Constantinople, he now treated with the spirits and monsters of the wild forest, ancient things which mortal man had little knowledge of. Despite his successes, Tzimisces felt the desire to move on and come into a domain of his own. Lizuca was not so abiding, and she kept him bound to her. What was once a prosperous relationship soon soured, and Tzimisces looked for any way to break his chains and be free of his regent. When finally he could take no more, he turned on her and they fought with tooth and claw, spell and cant. Unexpectedly he bested her, and a peak moment of rage and lust he took her heart's blood and fled from her domain. Tzimisces made enemies of many that night, not the least of which were Lizuca's previous get, the Strigoi Morti.

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Diablerie's Consequence
Tzimisces returned to civilization much more powerful than he had left it. Turning up in Budapest, he reentered kindred society, taking pains to hide his act of amaranth. Through cunning and guile he took the domain as prince and established his line, selecting childer from the local princes and boyars all with a penchant for ambition. Other kindred whispered tales not only of Tzimisces' viciousness but of the seeming corruption of his flesh and blood. Many of Tzimisces' get as they aged were seen to be occasionally possessed by uncontrolled spasms, their flesh undulating wildly. Some broke the masquerade and resulted in the razing of scores of witnesses. The Lancea Sanctum soon branded the tumultuous line as diabolists and threats to all kindred. All the while, many of Lizuca's blood had felt her passing and had found Tzimisces gone from her domain and living in Budapest. As whispers of his line's uses of Transviscera came to them, they deduced the truth and took it upon themselves to seek revenge. Among these kindred, Rada raged at the death of his childe. Taking their bloodline through one of Lizuca's childer, he lead them in a bloody assault against the Ventrue usurper. When Rada and Lizuca's childer did at last meet Tzimisces, an episode of seizure overtook him as his flesh writhed and twisted before them. From one of the many mouths that erupted from his fluctuating form, Lizuca's voice emerged, commanding her blooded to cease their assault. Tzimisces then became Lizuca and spoke of her dark miracle. Speaking simultaneously with both voices she told of how she and Tzimisces now possessed the same body, and they had warred within its confines but now had merged together as one being. She called the two lines together and bid them form one family to vanquish those who were poised to uproot them. The two lines united, taking the Strigoi sobriquet, and fought back against the elements of first and second estates who had attempted to use Lizuca's childer to uproot Tzimisces. Despite their efforts Budapest could not be held, and the Strigoi fled the wilds of eastern Hungary. Reestablishing themselves, the Strigoi dug themselves into this new domain, selecting childer from rising noble houses. In this realm the Strigoi have endured, long haunted the lands of eastern Europe, resisting any who would uproot them. Traditions Strigoi Main Page

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Traditions (Strigoi)
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Traditions

Contents
1 The Diet of Cluj 2 Voivodes 3 Kolduns 4 Szlatcha 5 Vozhd 6 Familie de Sange 7 Status Among the Damned

The Diet of Cluj


After Fleeing Budapest, the Strigoi came into the lands of Transylvania, which at the time were part of the Kingdom of Hungary. Wild and undeveloped, these lands had sporadic villages and a few growing cities populated by Saxon , Szekler , and Vlach peoples, and the Strigoi made retainers of their leaders. The peoples of Eastern Hungary rarely

payed tribute to the their Kings and in turn their Kings had not made an effort to establish dominance. With the flight of the Strigoi, this soon changed. Cities were beginning to grow in the Carpathian Basin and Invictus

kindred wished to grow their domains. As they began incursions into Strigoi territory, the lines of the Strigoi met in council to see what could be done. 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 of strife between eastern and western Hungary was aggravated. As the conflict wore on, eventually the Diet of Cluj had become a tradition, and remains so allowing the Strigoi to debate internal matters of the two lines.

Voivodes
Strigoi who take Domains, most often Strigoi Vi, take the title Voivode, or warlord, as their honorific. Voivodes are aptly named as they have a history of struggle in their European Domains. Feuds are common and even encouraged, as elders think it keeps the teeth sharp during their centuries of unlife. When at last an enemy is ready for the kill, Voivodes are expected to use the rites of Monomancy to finish off their opponent. While such rites were originally designed to be used instead of wasting the blood of countless retainers, the Strigoi use it instead as the finishing touch of a long drawn out battle, proving to their peers that they can finish off an opponent utterly, physically and mentally.

Kolduns
Those of the Strigoi who acquire great skill in blood sorcery often take the title Koldun, or the feminine Koldunya. A Koldun must be versed in the ways of the mountains, rivers, winds, and fires, and have them at his command. While they practice a version of Crac, the Kolduns of the Strigoi have their own rituals inherited from Lizuca, and are loathe to teach them to others not of the line. Indeed many whisper that if they have stayed a proprietary secret for this long, then the Kolduns must take extra special care that those who share them are dealt with. Kolduns in the old country are often allied with the Voivode of their domain, serving the Voivode as an advisor in matters spiritual. The Koldun is in turn made a regent, allowing for more privacy. Though they may hold power over the region, a

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wise Voivode know to step carefully around a Koldun within his domain.

Szlatcha
Szlatcha are the servants of the Strigoi, specially crafted to be fearsome combatants. Also known as war ghouls, szlatcha are often hideously deformed, hunchbacked 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 at their masters whim. Some szlatcha are even selectively lobotomized by their masters to be made more vicious or feral. Some Szlatcha, however, become indispensable and may eventually acquire the embrace from their regent. Such cases are rare and often a said szlatcha must rely on their own abilities to return themselves 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 or 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 truly a monstrosity and were thought to have been made to frighten and kill the invading armies of western kindred in nights long past. The cost of maintaining such a creature makes them theoretically difficult to keep at best. Especially since such beasts are almost always made carnivorous. A modern made vozhd may exist somewhere but they a exceedingly expensive to feed, requiring the equivalent of a good cow or two to eat a day. Obviously such a creature would be the quite the masquerade breach if released, but it still may be useful as a way of executing prisoners (yes my darling, we've got something special for you tonight. Yes we have ...).

Familie de Sange
Legend also speaks of the so called Blood Families of the Strigoi, mortal families whose heredity carries a weak form of vitae in their veins. Such beings did not require constant infusions of vitae to keep them going as their bodies generate their own stores of weak vitae. This vitae is similar to that of the familys creator, making those born into it immediately loyal to the Strigoi who created them. Several such families were thought to have existed during the dark ages up unto the renaissance, but if the legends are true they have been destroyed by the inquisition. Despite being mortal, these blood families were not always the perfect servants. Having an ever replenished store of vitae in their veins, these kine were known for violent and often morbid behavior, having frenzies akin to those of vampires or other impulses of less savory nature, such as cannibalism and sexual deviance.

Status Among the Damned


The Creeps and Fiends have not mix well with kindred society. Often times the combination of their histories and their own behavior make social climbing difficult. As such, few Strigoi are received well in the Covenants of the First and Second Estates, and often have to work doubly as hard to receive positions of political power and respect. Because of this fact, Strigoi with any level of the Status: Strigoi merit must pay double the experience cost for Status merit levels in Status: Invictus, or Status: Lancea Sanctum. This penalty does not effect those Strigoi in other Covenants such as the Carthian Movement, the Circle of the Crone, or the Ordo Dracul, as members of those

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organizations care less on the average about bloodline histories, or centuries old rumors. Storytellers may apply this penalty to other status merits that they deem vulnerable to the unsavory reputation of the Strigoi. For example, if a city is predominately populated by Invictus and Sanctified vampires enough that other Covenants are rare, then the penalty might apply to Status: Kindred or Status: City. Strigoi Vi Strigoi Main Page

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Strigoi Vi - Wod

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Strigoi Vi
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Strigoi Vi

"My darling, you have the most exquisitly beautiful face. Pity if

something were to happen to it ..." Strigoi Vi are monstrous lords, whose penchants for madness, viciousness, and cruelty are made even more terrible through their bloodline discipline of Transviscera, which allows one to sculpt and mold flesh like clay. Aggressive vampires even by Ventrue standards, Strigoi Vi use their Transviscera discipline to sculpt themselves into images of terrible beauty or tear the flesh off the bones of their enemies. On introduction most are gentile and courteous, but these affectations are only a mask to hide dark predilections and inhuman behavior, that those outside the clan mark as a somewhat morbid sense of taste. Born in betrayal, this bloodline is marred by the same madness and degeneration that haunt the Ventrue. Indeed, the Strigoi Vi bare it almost more, as their penchant for torture and cruelty leads them ever closer to the beast. The founders metamorphosis was viewed with great skeptisism by the Ventrue leaders of the old world, and they have spread whispers that Tzimisces is just another elder whose mind has fallen to degeneration and has been riven by insanity, something they do not wish to become reflected upon them. What they hesitate to voice, however, is the real possibility that Tzimisces is possessed by a diablerized soul. As such the line is not held in good regard by their parent clan and modern Strigoi Vi suffer a stigma as a line that is volatile and more dangerous to trust than most. The Strigoi Vi, as a matter of course, rarely despute this. Parent Clan: Ventrue. Nickname: the Fiends. Among the Ventrue they are known by their founders name, the Tzimisce. Covenant: Many Strigoi Vi, like others of the Ventrue clan, are members of Invictus, however they do not often have support of their clan. Others are members of the Ordo Dracul, where the clan's bloodline discipline is admired for facilitating change even if its just physical. The Lancea Sanctum also has its share of fiends but they often must weather accusations of demonic possession or worship, especially due to their relation to the Strigoi Morti. While the Carthians will accept any dedicated member of the movement, many find the dominating, manipulative ways of the Strigoi Vi no different from their enemies. Some Strigoi Vi have even become members of Belial's Brood, plying their flesh-crafting trade to the victims of Satan's army. Appearance: Strigoi Vi are often physically beautiful or imposing individuals, but vary widely as to how they approach the crafting of their appearances. Due to their trouble within the clan proper, and probably due to no shortage of vanity within the line, Strigoi Vi are often more rebellious in appearance than your average Ventrue. Haven: Strigoi Vi havens are very personal things. Strigoi Vi share similar proclivity with their Ventrue clan-mates for

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large ostentatious havens, and even share the tradition of providing sanctuary to other Ventrue and delight in playing gracious host. Strigoi Vi show equal zeal in defense of their domains, and give special "attention" to those who trespass. Background: Strigoi Vi choose childer who are distinctive and not necessarily traditionally professional or noble. They look for traits that show a mortal will take full advantage of their embrace, and not be burdened by emotional pining for their lost mortality. Often traits that attract them are exceptional genius or cunning, or acts of great willpower. Strigoi Vi are as likely to embrace a psychopath as a businessman if they think the mortal has a trait of interest. Whatever their mortal form, the elders hope, the chaff will fall from them and they will become a more refined, deadly, formidable vampire. Some Strigoi Vi only embrace from ghouls whom they have been training for years for the embrace. Character Creation: Strigoi Vi favor either Mental or Social attributes over brute strength but often learn to back up whatever weakness they may initially express. Often fiends learn to make other's fear them as a defense, acting dangerously to persuade others that they should not be trifled with, even if they are not really as strong as they might seem. Crafts, Medicine, Science, Intimidation, Persuasion, and Brawl are common. Social merits, like those of Ventrue cousins are often of great use to a Strigoi Vi, and the Haven merit is particularly popular. Bloodline Disciplines: Animalism, Dominate, Transviscera, and Vigor. Weakness: Like Ventrue the Strigoi Vi are prone to derangements as they degenerate, (which is quite common). They often are haunted by agoraphobia, or obsessive-compulsive disorder, or megalomania. This is exacerbated by those who practice Transviscera, as its practices have detrimental effect on humanity. In addition Strigoi Vi 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 Vi is unable to do so, she takes a -2 penalty to all mental dice pools for any night gone without suitable rest. Strigoi Vi who suffer this malediction report spasms or

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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 her dexterity to 1 for length of the scene. Organization: Strigoi Vi and Strigoi Morti have a tight knit organization, that borders on that of a Clan or Covenant. Within that organization the Strigoi Vi 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, the elders of the Strigoi Vi rule what domains they have with iron fists. Concepts: Crime Lord, Sociopath, Antiquated Nobility, Corporate Profiteer, Yuppie Psycho. Strigoi Morti Strigoi Main Page

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Strigoi Morti
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Strigoi Morti

"Knowledge is not always kind. Some of what you learn here, may have you pining for more ignorant times." The other half of the Strigoi family are the descendants of Lizuca's childer, the Strigoi Morti. Where the Strigoi Vi are haughty and vain, the Strigoi Morti are secretive and alien. Able to shed the physical deformity of their Nosferatu cousins, they are no less hated and feared by others. Thusly many have discarded their humanity and seek to embody something ... more. Creeps often appear monstrous out of choice rather than circumstance. Strigoi Morti took upon themselves the inheritance of Lizuca and study the mysteries of the second world. Modern Strigoi Morti still serve the caretakers of the founder, long after his/her descent into torpor. The caretakers rule by council, called the Diet of Cluj, where elders are advised by sorcerers called Kolduns, most of which are Strigoi Morti. In modern nights the Diet has been mostly become a formal bickering session, where Voivodes fight over long forgotten feuds. With the fall of the iron curtain, more Strigoi Morti have left their masters and begun to branch out and travel to lands beyond their elders' domains. Parent Clan: Nosferatu. Nickname: The Creeps. Covenant: Almost all Strigoi Morti belong to the Circle of the Crone, at least in their formative years. As many Strigoi Morti are from occult backgrounds, it usually goes hand in hand with their initiation into the Kindred society. Lizuca was a powerful acolyte in her time and developed many Cruac rituals that are kept secret by the bloodline, so it has been rumored that they enforce that secrecy if one of their flock, who has learned too much, goes astray. Those that leave the Circle early on (before learning anything "proprietary" that is) often do so to join the Ordo Dracul, whose own occult practices are enticing to scholarly Creeps. These former acolytes often become "scientists", studying the development of the vampiric form. Appearance: Transviscera allows Strigoi Morti to appear as human as they wish, but since their clan weakness still persists many Strigoi Morti don't bother with human appearances. Instead they tend to refine their monstrous appearances into a morbidly artistic or alien semblance. They favor dark clothes that suit their morbid sense of taste, often choosing materials that do not easily get wet or stain. As any Creep will tell you with smirk, form follows function. Haven: Introspective kindred, many Strigoi Morti live simple hermit-like existences. Some live hidden within the walls of academia and are the sources of campus ghost stories. Others convert abandoned building into labs or studies filled with books, or what ever tools they use to satiate their curiosity. What is common is that Creeps like privacy, and don't

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take well to gate crashers, taking special pleasure in the delivering of punative lessons. Background: Strigoi Morti are drawn to potential childer because they have keen insight, or talent for the occult. Many look for some demonstration of "second sight" in a prospective childe. Those who are worthy may lose their talents after the embrace, but soon they develop new powers to replace it. Character Creation: Mental attributes are almost always primary. Common skills include Academics, Investigation, Medicine, Occult, Science, Stealth, Survival, Empathy, Persuasion, and Subterfuge. Haven and Retainer merits are common, as are Languages and other mental merits. Bloodline Disciplines: Auspex, Nightmare, Transviscera, and Vigor Weakness: Strigoi Morti have the same weakness as their Nosferatu forbearers. However much they change their visage to appear human, those that see them feel an inner sense of their monstrous forms. This aura of fear does not betray the Strigoi Morti who uses Obfuscate any more than it would any other nosferatu. In addition Strigoi Morti suffer the same weakness as the Strigoi Vi and cannot rest unless in contact with blood soaked earth. One vitae's worth of blood must be drained into at-least two handfuls of earth. If the Creep is unable to do so, she takes a -2 penalty to all mental dice pools for any night gone without suitable rest. Those who suffer this malediction report spasms or strange movements of their flesh as if it were 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 his dexterity to 1 for length of the scene. Strigoi Morti elders theorize 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 Vi forming a symbiotic relationship. The Strigoi Vi 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 politics 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.

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Transviscera
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Transviscera The flesh-crafting discipline of the Strigoi is thought to be an amalgamation of the Protean discipline and the blood sorcery Cruc, combined during the Lizuca's transformative ritual in which she sacrificed the other members of her coven. Other kindred often find Transviscera unnerving and it is one of the reasons the Strigoi tend to be reviled by their peers. A vampire who can change shape is bizarre enough, but one who can warp the flesh of other vampires is a downright threat. Modifications that strigoi make to their own bodies are enduring, lasting until they are intentionally reverted. Such a regressions cost 1 vitae and take a turn to accomplish. Reverting a change to one's original shape is usually a breach of the masquerade as the vampire's flesh pulses and undulates for all to see, although reverting very minor changes might go unnoticed if they are under heavy clothing. Onlookers are allowed a Wits + Occult roll to detect such a change. Other vampires can revert the changes that are wrought with Transviscera by spending vitae to "heal" themselves. The specific costs depend on the level of the power used and are described in the individual descriptions. Only a vampire of greater blood potency than the subject can create "permanent" changes by spending a willpower dot. These changes cannot be healed normally unless the victim's blood potency is raised to match the vampire's who flesh-crafted them, at which point the vampire can heal their modifications as if they were aggravated wounds. Mortals, being at the bottom of the spectrum, can only reverse flesh crafted changes through corrective surgery, and often find wounds caused by transviscera leave lasting scars. Though nosferatu vampires can be made to appear less monstrous through flesh-crafting, their curse does not abate. Mortals and others sense an aura of menace or feel an innate awareness of the nosferatu's bestial nature. They may catch sight of the nosferatu's original form out of the corner of their eye, or momentarily when they aren't paying attention. Most mortals don't know what it is they might have seen and usually attribute it to a trick of the mind, but their unease does not abate. Over time the nosferatu's form may even regress on its own, souring whatever grasp at vanity was attempted. Using transviscera usually requires use of the hands manually sculpting the meat, fat, cartilage, and bone. The vampire's hands and fingers eventually learn to pass the barrier of the skin, and manipulate the body internally as the need arises. Even skin pigments, hair colors, etc must have at least one pass of the hand before they change. Uncooperative subjects (victims, that is) must be grappled or otherwise restrained before they can be forcibly modified or mangled. Most flesh crafting actions are extended rolls, but a few are instant actions. Sufficed to say, Transviscera can have a detrimental effect of the humanity of those who practice it. Much like Cruc, a vampire's transviscera dots limit the total humanity dots the vampire can obtain. What a vampire does with transviscera might have its own detrimental effects on the vampire's humanity depending on how cruelly it is used.

Contents
1 Supplication of Skin 2 Exhortation of Corpulence

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3 Mandate of the Flesh 4 Solicitation of Bone 5 Mastery of the Vital Corpus 6 New Merit - Familiar Form

Supplication of Skin
At the most elementary level, a novice flesh-crafter begins by making minor changes in their own vampiric form. Supplication of the Skin allows the vampire to modify small details about their appearance, their hair or eye color, skin pigmentation, or how fat is carried. Young Strigoi often use this ability for purely aesthetic reasons, but more practiced members of the lines can use this ability to work a simple disguise if need be. Cost: 1 vitae. Dice Pool: Dexterity + Crafts + Transviscera. Action: Extended (usually simple (5)). Dramatic Failure: The vampire has botched the attempt and cannot revert the change without spending a willpower point. They suffer a -1 to all presence rolls while it persists. Failure: The vampire fails to effect her flesh or the change reverts immediately. Success: The vampire gains a modicum of success towards the desired effect. Exceptional Success: The vampire does such good work she gains a +1 to all presence and manipulation rolls for using her appearance to entice, distract, or persuade others. These subtleties do not last, however, and disappear upon waking the next night. Each roll takes 5 minutes to complete. Most tasks are simple (5) appearance changes, like changing hair color and length, to adding scars or other superficial features. A complex suite of changes can increase the threshold even higher, as determined by the storyteller. Supplication of the Skin can also be used as a simple disguise, adding +1 to subterfuge checks made to pass off as someone else. As the vampire gains more dots in the discipline, more dramatic changes can be wrought. For each extra dot in transviscera, the vampire may increase the bonus dice provided by a disguise by +1. Each extra die increases the base threshold for the task by 5. Suggested Modifiers +2 Live model or extensive research to copy an appearance. +1 Willpower spent to be able to use a mirror. - No special considerations or only working from photographs. -1 inferior research when copying an appearance. -1 Poor lighting or distracting noises. -2 Bad conditions (wretched work environment, constant interruptions, etc).

Exhortation of Corpulence
Passing the barrier of the skin, the vampire can now mold the fat, muscle, and sinew of his body into new and more

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efficacious shapes. In this way, raw strength of the vampire's frame can be traded for delicate maneuverability or compacted to provide more a dense and resistant flesh. Many strigoi morti use this ability to mold themselves into grotesque artworks, magnifying their inhumane appearance. Cost: 1 vitae. Dice Pool: Dexterity + Crafts + Transviscera. Action: Extended (Attribute changes are involved (10)). Dramatic Failure: The vampire botched the attempt and has lost a physical attribute point, determined by the storyteller. It can be restored with another involved (10) attempt. Failure: The blood is spent but the flesh refuses to change or reverts immediately afterwords. Success: The vampire gains a modicum of success towards the desired effect. Exceptional Success: The trait is modified so effectively it receives a +1 die to all associated rolls for the rest of the night. Upon waking the next night, however, the bonus die is lost. Each roll takes 5 minutes to complete. The vampire may use this ability to shift their physical attribute dots around, 1 dot at a time. Other functional modifications can be made to the body as well, ranging from slipping out of handcuffs (simple (5)), to pockets of flesh that open and close (elaborate (15)), to moving of the heart to another location in the body cavity (intricate 25). The vampire cannot lower any of his physical attributes lower than one dot, and cannot create new flesh or muscle. The vampire must use what muscle and sinew that he has available. The storyteller may levy attribute penalties for particularly complicated reworking of the kindred's musculature to represent the costs involved. Suggested Modifiers +1 Medicine specialty in anatomy, physical therapy, or surgery (counts only once). +1 Medicine of 3 or more dots. +1 Willpower spent to be able to use a mirror. - No special tools or advantages. -1 Poor lighting or distracting noises. -2 Bad conditions (wretched work environment, constant interruptions, etc).

Mandate of the Flesh


Strigoi vampire are infamous for use of this ability which allows for the use of transviscera on others. Some use it as a tool, enticing the vanity of kindred or mortals with promises of enhanced beauty. Others use it as a weapon, threatening to weaken or mangle an upstart cur, or ruin the flesh of an enemy. As such, many vampires know keeping a fiend or a creep at arms length is not just a turn of phrase. Cost: 1 willpower point + cost of power used. Dice Pool: If used to remove attribute dots, Strength + Crafts + Transviscera minus Stamina + Blood Potency Action: Instant or extended (see below). Dramatic Failure: The vampire fails to effect the subject and can no longer effect them for the rest of the scene.

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Failure: The vampire fails to effect the subject's flesh while vitae and willpower are spent. Success: The Vampire either gains a modicum of success, or in the case of instant actions, succeeds in effecting the target. Exceptional Success: Same as the transviscera effect performed. In the case of reducing attribute dots, exceptional success reduces the afflicted attribute by two dots. This ability allows the use of Supplication of the Skin and Exhortation of Corpulence on the subject, although unwilling subjects must be subdued for extended actions can be used on them. Used as an instant action, the vampire may just attempt to mangle the victim's flesh, reducing one of their strength, dexterity, stamina, or presence attributes by one dot. The vampire must first grapple the subject (or otherwise subdue them), and must make skin to skin contact. The victim may heal a lost attribute dot as if it was 4 lethal wounds. Suggested Modifiers +2 Power is used on a vampire with which the character has a blood tie. +/- Modifiers from the level of transviscera used. -2 Attempting fine detail on a victim who is only partially restrained.

Solicitation of Bone
Now capable of manipulating bones, her own or someone else's, the flesh-crafter may craft even more dramatic modifications to the mortal or vampiric form. This power may be used to modify the size of subject or add dermal protrusions such as claws or ridges of spines. In combat, it can be used to severely injure others, as bones are commanded to sprout barbs that internally lacerate the victim. Cost: 1 vitae. Dice Pool: Dexterity + Crafts + Transviscera, or Strength + Crafts + Transviscera minus Stamina. Action: Instant or extended (simple (5) for barbs and claws, elaborate (15) for size changes). Dramatic Failure: If used on herself the vampire looses a dot to stamina due to a fault in her bone structure. This dot can be restored with another successful attempt. Used against another character, the vampire fails to effect the character and can no longer effect them for the rest of the scene. Failure: The vampire's atempt fails to effect the subject's or her own flesh while vitae is spent. Success: The vampire gains a modicum of success, or in the case of an attack causes 1 lethal damage per success. Exceptional Success: The vampire's modification gains a +1 bonus due to excellent craftsmanship. If used to enhance a creature's size, the effect costs one less attribute point than normal. If used in combat, exceptional success kills any normal human instantly, or in the case of a vampire ruptures the heart, cause 1/2 his blood points to erupt from his body. If used as an extended action, 5 minutes is spent per roll. Using a Dexterity + Crafts + Tranviscera roll, this power can be used to allow the subject to shift dots between their stamina and size, although by no more than 2 points. Shifting size is an elaborate (15) task. The subject's stamina can never go below one dot. Solicitation of Bone can also be used to enhance the unarmed attacks of the subject, granting up to a maximum bonus of +2 and the ability to inflict lethal damage. The vampire must make 5 successes on an extended roll per bonus die.

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Used directly as a weapon on a grappled opponent, the vampire can cause 1 lethal wound per success on a Strength + Crafts + Transviscera roll, minus the opponent's stamina. Exceptional success kills any mortal being effected by this ability as their internal organs are shredded to pieces. Against a vampire, exceptional success means that the vampire's heart has been pierced causing half their vitae to erupt from the orifices in addition to the damage. Wounds caused the Solicitation of Bone are remarkable in their viciousness and take twice as much time or cost twice as much vitae to heal. Suggested Modifiers +2 Power used on a vampire with which the character has a blood tie. +1 Medicine specialty in anatomy, physical therapy, or surgery (counts only once). +1 Medicine of 3 or more dots. - No particular advantage. -1 Poor lighting or distracting noises. -2 Attempting fine detail on a victim who is only partially restrained. -2 Bad conditions (wretched work environment, constant interruptions, etc).

Mastery of the Vital Corpus


At this point the flesh-crafter's mastery of Transviscera means he no longer needs to use his hands to manually sculpt his own body, and needs but a touch to effect others. Use of this power is truly feared, as a vampire can pass on a debilitating deformity with but a light caress. Cost: based on the level of Transviscera used. Dice Pool: See below. Extended rolls for using tranviscera now only take one turn per roll. In addition, the vampire no longer needs to grapple an opponent to work a change upon them. They only need the barest amount of skin to skin contact. The vampire uses either Brawl or Crafts, whichever is lower, when attempting to flesh-craft in combat without grappling.

New Merit - Familiar Form


Strigoi vampires skilled in transviscera often find specific transformations particularly useful. Through constant practice they can learn to assume these transformations quickly, as the need arrises. Combat ready strigoi may learn to quickly manifest claws, bone spurs, or other weapons, while those who favor subterfuge might memorize a particular disguise to be able to swop identities as a moment's notice, or manifest longer legs to run faster, etc. Each familiar form is measured by the total threshold of successes needed to enact the change. Each form is also unique and may include multiple tranviscera levels, effecting the vampire's appearance, attributes, size, etc, and should be marked on the character sheet with specific name (such as (barbs) or (child disguise)). While the vampire may add to the form by increasing the merit's dots and selecting additional changes, she cannot alter the changes represented by the dots she has already purchased. Instead the vampire must purchase a new form. Familiar forms are specific to the

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individual vampire's body and cannot be used on others. Assuming a familiar form costs 1 willpower, and a specific number of vitae based on the merit's dots. Assuming a familiar form usually takes an instant action, but may be enacted over several rounds as limited by the vampire's blood potency and the cost associated with the level of the merit. Simple change: 5 threshold or less, costs 1 vitae. Involved change: 10 threshold, costs 2 vitae. Elaborate change: 15 threshold, costs 3 vitae. Ornate change: 20 threshold, costs 4 vitae. Intricate change: 25 threshold, costs 5 vitae.

Crac Rituals Strigoi Main Page

Category: World of Darkness 2004 (nWoD)

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Crac (Strigoi)
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Crac

As the white witch of the river Danube, Lizuca became a renowned sorceress, becoming versed in the languages of spirits and the petitioning of dire gods and goddesses. Three Goddesses were particularly important to Lizuca, the Snake Maiden, the Bone-legged Witch, and the Moist Mother Earth, the Bone Witch in particular having been her manifestation of the Crone and her idol of power. Learning much from the spirits of the land, Lizuca developed blood rituals of her own, derived of the slavic pagan traditions of her teachers. Lizuca understood that all things animate and inanimate had spirits, spirits that could be called and awoken. Her rituals she passes on to only her most trusted students. The Strigoi Morti have taken up this task of passing down the inheritance of Lizuca's knowledge, and they don't do so lightly. In order to learn these rituals one must have dots in Status: Strigoi equal to the dots of the desired ritual.

Contents
1 Whispers of the Restless Dead 2 Strength of the Mountain Stone 3 Awaken the Domovoi 4 The Call of the Vodyanoi 5 Marena's Cold Breathe 6 Svarog's Hammer 7 The Embrace of Mokosh 8 Grasp of Stribog 9 Perun's Wrath 10 Sight of the Many

Whispers of the Restless Dead


(Level-One Crac Ritual) Spirits of the dead, who have unclean deeds to atone for, are called by the commands of this ritual to haunt an individual. They whisper foul threats and blasphemies just loud enough for the unfortunate victim to hear, but not always understand. They have an unsettling effect on mortals and kindred alike, as the spirits can feel the emotions of the living and like to play to them. Successes from the casting of this ritual subract from a characters composure pools while in the presence of the Koldun. This power is resisted by Resolve + Blood Potency.

Strength of the Mountain Stone


(Level-One Crac Ritual)

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Calling on the protection of Moist Mother Earth, the Koldunya ingests four handfulls of dirt and is thus granted her blessing. The Koldunya's skin becomes incredibly tough akin to stone. However this has the side effect of reducing the Koldunya's speed and agility. The Koldunya gains 2/2 armor, however she suffers a -2 to her Speed, Initiative, and Dexterity rolls. This effect lasts for the scene or until it has reduced a number of dice equal to the successes from the casting. On the round after it exceeds that number, a fine dust shakes off the skin of the Koldunya and she returns to normal.

Awaken the Domovoi


(Level-Two Crac Ritual) The Strigoi have long dealt with invaders in their lands. By use of this ritual, the Koldun awakens the dorment spirits of his haven to better protect and aid the sorcerer. These spirits will warn him of guests at the door, or approaching enemies. Minor feats of movement are also possible by the spirits of the house. Candles or lights might light themselves, doors may close shut and even lock themselves, rooms may seem comfortable or cold for no reason. All in all such effects are comparable with a minor haunting and are not usually enough to cause damage or harm an unwelcome guest, just impede them. This ritual encompasses one building down to its foundation, and lasts until the next night, and thus must be performed nightly in order to be maintained. While the spirits of the building in question can be many and varied they often have a group personality and presense. They may not always serve to the best of their ability, but they are assumed to be faithfull to the Koldun as if bound by a Vinculum. The Power, Finesse, and Resistance of this group presence are determined by divying the successes from the roll. No one attribute can be higher than the Koldun's Cruc level.

The Call of the Vodyanoi


(Level-Two Crac Ritual) Spirits of rivers and streams, these creatures can create illusions at the call of the Koldunya, and thus fool the unwary towards watery deaths. Such illusions are cast above a body of water and can have full sight and sound, although they fade when touched and can only be recalled as a hazy memory. The Size of the illusion create is limited by the number of successes generated, and its bounds cannot extend beyopnd the limits of the body of water used to summon it. The water must be alteast an inch deep. Those who view the illusion have a chance to see through them, by exceeding the Koldunya's successes with a Wits + Composure roll.

Marena's Cold Breathe


(Level-three Crac Ritual) Marena, Goddess of winter, sickness, and death is beckoned to aid the Koldun against his enemies. So invoked, she causes chill winds to kick up within Koldun's presence. These winds hinder the movement of others and can even cause frostbite.

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For as much as 100 yards, chill winds whip out in one direction from Koldun's position. Each success of the Ritual is subracted from the speed of any who move towards the Koldun. In addition those within these unatural winds suffer one point of bashing damage per round from the wind chill and cold temperatures. There may be secondary effects that the storyteller may decide to include, such as frozen puddles of water, extreme frost on nearlby objects and such.

Svarog's Hammer
(Level-Three Crac Ritual) Intoning praises to Svarog the fire lord, and calling for his aid, the Koldunya can cause an inanimate object to heat up and eventually combust. This ritual is potentially dangerous in the hands of brash young kindred and it is taught with a measure of prudence. Once a fire is started by Svarog it is no longer under the control of the sorceress who summoned it. The Koldunya must aquire a number of successes equal to 3 + Durablility + Structure of the object before it will burst into flames after which the flames will run on what fuel the have. If the object in question is not conducive to fire, such as concrete or metal, it will reach a melting stage when its Durability + Structure is reached and it will start to cool immediately after. Those in contact with the object in question may recieve damage from the item being superheated. Anyone in contact with such an item or thing takes 1 lethal wound for every success past the object's Durability. Vampires take aggravated damage from flames that may burst at the end of the ritual's effect, if still in contact with the object in question. Remember that while some items have no Durability, their size counts towards their structure. For example: Mother, a powerful inquisitor has been lying to Lester, a brash Strigoi Morti. Lester decides to teach him a lesson and begins to cast Svarog's Hammer on Mother's leather pants. The pants have effectively no Durability but have a size of 3 giving them a structure of 3. Lester will have to generate 6 successes before Mother's pants burst into flame. Mother will probably notice before this as the leather starts to steam and crack.

The Embrace of Mokosh


(Level-four Crac Ritual) Sinking into the earth up the neck, The Koldun is rejuvinated by the cool grasp of Most Mother Earth. Mokosh goddess of hearth and home tends the Kolduns wounds, sealing them with her magic. Even aggravated wounds can be healed this way, although not as fast as other wounds. The Koldun within Mokosh's Embrace may heal wounds at 1/2 cost. If the Koldun sleeps the day away in this manner even Aggravated wounds can be healed by this ritual at a cost of 2 vitae instead of 5, and may be healed at a rate of one per night.

Grasp of Stribog
(Level-Four Crac Ritual)

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Within the grasp of the wind god, The Koldunya can travel great distances. The Koldunya's body becomes ephemeral and travels through the sky at great speeds, landing and instantly becoming material in a flash. Using this ritual takes the Koldunya's action and causes the sorceress to move to a predetermined destination at speeds comparable to 50 mph/73 yards per turn (that of a strong gust). The Koldunya's body is immaterial for the duration, becoming like a faint whisp of smoke or vapor that is blown across strong winds. The ritual ends when the Koldunya reaches the stated destination or after a number of rounds equal to the successes achieved. If the Koldunya has not reached the destination at the end of a number of rounds equal to the successes achieved, then she must roll again to stay adrift for the new successes in rounds. If she makes no successes, she lands safety on the ground at the end of the last round. Using this ritual indoors is dangerous as the Koldunya moves so fast that he has no cotrol over where she lands and the winds that carry her buffet her about. Nor can the Koldunya use this ritual to enter a building or other structure from outside even through an open door or window. Those that try stop just short of where they intended to enter.

Perun's Wrath
(Level-Five Crac Ritual) God of war and thunder, Perun is invoked to create a looming storm over the Koldun and for his lightning to be thrown down upon his enemies. Such storms cover up to 5 square miles, and throw down torrential amounts of precipitation if the Koldun wishes. Perun's lightning strikes at the Koldun's command, however it cannot strike inside a building, unless the Koldun wishes the building itself to be struck. The storm breaks with sudden speed, after the full round has passed. For the scene, the Koldun may call one lightning strike per round. To hit a target the Character must make a Wits + Occult roll. Armor not specific to electricity does not help reduce the attack pool. Each strike does 10 levels of bashing damage plus the successes from the attack roll.

Sight of the Many


(Level-Five Crac Ritual) By communing with the many spirits of the land, the Koldunya can link with them and share their senses, feeling out the land for a good distance. The senses of spirits are different from most, and do not include sight. Instead the Koldunya feels the surface of every rock, tree and stone within the rituals effect. She can feel where any living creatures are, and can here their sound if she wishes, but that is all. A Koldunya thus empowered is rarely ever lost, unless confounded by other supernatural powers. This ritual lasts for one scene, and has a range of 1 mile per success in the outdoors, but only 50 feet per success within a building or structure. The Koldunya can make Wits + Composure rolls to focus in on one area of their awareness and perceive it in detail. Otherwise there are too many stimulai to notice everything going on within the Koldunya's range. Moving objects are easier to detect and do not require a roll to be aware of their general localation, but unless the Koldunya focuses, they reveal nothing more about themselves besides relative size. When focusing, the Koldunya projects her sense to a specific spot and has a sense comparable to echolocation, and thus can percive objects physically, but cannot percieve color, or read. While focusing, the Koldunya's normal senses are dormant.

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Obfuscate still has the ability to confound this power, as it effects the spirits that make it work. The Koldunya may employ Auspex in a focused area however. Devotions Strigoi Main Page

Category: World of Darkness 2004 (nWoD)

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Devotions (Strigoi)
Main_Page > Vampire: The Requiem > Bloodlines > The_Strigoi > Devotions

Contents
1 Form of the Zulo Beast 2 Body of the Sanguine Humor 3 Body Armory 4 Manifest Appendage 5 Sight of the White Witch

Form of the Zulo Beast


(Transviscera , Nightmare ) Cost: 2 vitae (the character can take two turns to transform if necessary). Also known as the horrid form, strigoi known for this ability can use their beasts to fuel a transformation into a truly monstrous creature of toughened, ropy, muscular hide, elongated claws, and distended teeth. The vampire gains 2 points of size, the ability to cause lethal damage with unarmed attacks, and may spend their nightmare dots as pool of points to raise the vampire's physical attributes or manifest a general armor rating. While each horrid form is as unique as the vampire who manifests it, they all are obviously inhuman, and make any social rolls other than intimidation and mental disciplines completely unusable. A vampire of low Blood Potency may take two turns to complete the transformation, spending 1 vitae per turn as normal. this ability costs 20 experience points to learn.

Body of the Sanguine Humor


(Transviscera , Vigor ) Cost: 1 willpower. The vampire can become a sentient, moving pile of gore. Normal physical attacks do no damage. Mystical attacks do normal damage unless they require a mundane method of delivery (such as claws or enchanted physical weapons). Sunlight and fire do normal damage. While in this form the character can slither up walls or through anything that is not watertight. The character's physical attributes and size are halved while in this form (round up) and physical disciplines are not available. Mental disciplines are available however, with the exception of Dominate, Cac, and Theban Sorcery. The character's perceptions are unaffected (even without physical senses to rely on) much like with Protean discipline Body ofSpirit. Partial transformations are also possible allowing the vampire to sacrifice body parts to gain vitae in dire situations. Legs and the torso are worth 2 vitae each, while arms, head, and the abdomen all count as 1 vitae. If the vitae from a limb or body part is used a like amount of vitae must be spent to grow it back. This power requires 24 experience to learn.

Body Armory
(Transviscera , Protean ) Cost: Variable amount of vitae (usually the rating of the weapon). The vampire can use vitae to craft whole weapons of bone. The vampire must first spend a number of vitae equal to the

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weapon's size and succeed in a Solicitation of Bone extended roll with a threshold of three the vitae spent. These grizzly weapons upgrade a number of lethal wounds equal to the weapon's damage rating to aggravated damage. So a sword created with Body Armory upgrades 3 wounds per attack, where as a knife would only upgrade 1 per attack. Such weapons are temporary and only last one night. however, with a willpower dot they can be made permanent. This power costs 21 experience points to learn.

Manifest Appendage
(Transviscera , Resilience ) 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, arms, and other articulated limbs are of elaborate (15) difficulty, while organs such as eyes, mouths, or other organs of a non muscular use are of intricate (25) difficulty. Appendage can provide a number of situational bonuses. Eyes can provide extra awareness or a +1 bonus to perception tests. While extra arms and legs do not translate into extra attacks, they can provide +1 bonuses to certain tasks such as grappling. lifting, or other strength based tasks. Mouths on the end of such appendages can make biting attacks without needing to grapple (an intricate task to say the least). Manifesting an extra brain or heart is impossible, however. Manifestations last for only one night , unless when the character reawakens their cost is paid for a second time. Mind you this can also extends the number of rounds it takes to reawaken as well, as the vampire must pay blood at the rate of their blood potency. Appendages created in this manner cost a number of vitae based on their size. Eyes mouths, and hands cost 1 vitae. Full length adult arms cost 2 vitae each, while full length legs cost 3 vitae each. While a large number of manifestations are theoretically possible, the vampiric form cannot sustain too many before it fails to keep them. The cost of all the manifestations made can never exceed a vampire's health levels. Any attempts to further modify the body are just a waste of vitae. Manifestations are often disturbing to others, and are a definite breach of the masquerade. If manifestations are evident to others, the vampire suffers a -1 penalty for every visible appendage to all presence and manipulation rolls that do not deal with intimidation or disciplines. Mortals who are unaware of the supernatural are often have even more drastic reactions to such things, and may have to make wits + composure rolls or else behave badly or erratically (such as leaving the character's presence without a word, or getting sick). This power costs 21 experience points to learn.

Sight of the White Witch


(Auspex , Transviscera ) Cost: 1 willpower. Dice pool: Intelligence + Medicine + Auspex. Action: Extended Action. Dramatic Failure: The character gets a false reading. Failure: The character fails to activate the power. Succcess: The power is activated and the character sees into the targets flesh. Exceptional Success: The Character knows exactly how healthy the target is.

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Devotions (Strigoi) - Wod

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Strigoi Morti claim that at moment of Lizuca's enlightenment she could see through the skins of others in their very flesh. Students of her legacy, some the Strigoi Morti have learned to do the same. Those who develope this ability can see past the skin an into a person's flesh and bone, making them keenly adept at diagnosis or surgery. The vampire activates Aura Perception and spends a willpower point to invoke the power. This sight works through clothes (but not through walls or other obstructions), and can show a variety of depths into the target's flesh as if layers of muscle were being stripped away. Diagnosing a problem takes an extended action with a threshold based on the obscurity of the condition. Guessing the target's general health is Easy, while diagnosing a virus or bacterial infection is Elaborate. A common application of this power against other kindred is help determine where an opponent's heart is exactly. With 5 successes towards examining the aura of an opponent, a vampire employing this devotion reduces the penalty for striking the heart from -4 to -2. The Vampire still has to generate 3 points of lethal damage towards the target in order to reach the heart, as per the usual rules. This power costs 9 experience points to learn. This devotion was inspired by Neverone's version of Vicissitude Credit where credit is due :) on the White-wolf Vampire: the Requiem boards.

Strigoi Main Page

Category: World of Darkness 2004 (nWoD)

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