The Cardinal of Rome
General Information
Name: Kosczecsyku (Cardinal)
Year of Embrace: 876 AD
Sire: Yorak
Childer: Vladimir Rustovich, Mischa, Csiskos, Vrisa.
Clan: Tzimisce
Nature: Monster
Demeanor: Director
Generation: 5th
Physical Attributes
- Strength: 6
- Dexterity: 5
- Stamina: 5
Social Attributes
- Charisma: 5
- Manipulation: 7
- Appearance: 5
Mental Attributes
- Perception: 6
- Intelligence: 5
- Wits: 5
Talents
- Alertness: 4
- Brawl: 2
- Dodge: 3
- Grace: 5
- Intimidation: 5
- Intuition: 5
- Style: 4
- Subterfuge: 6
Skills
- Archery: 4
- Crafts: 7 (Sculpting)
- Firearms: 2
- Melee: 4
- Performance: 5
- Survival: 3
Knowledge
- Academics: 5 (History)
- Black Hand Lore: 2
- Bureaucracy: 4
- Camarilla Lore: 2
- Finance: 4
- Investigation: 4
- Law: 3
- Linguistics: 4
- Occult: 3
- Politics: 6
- Research: 3
- Sabbat Lore: 5
Disciplines
- Animalism: 3
- Auspex: 4
- Dementation: 3
- Dominate: 7
- Fortitude: 4
- Obfuscate: 3
- Obtenebration: 5
- Potence: 5
- Presence: 5
- Thaumaturgy: 7
- Vicissitude: 7
Backgrounds
- Allies: 3
- Contacts: 5
- Influence: 6
- Herd: 4
- Resources: 6
- Retainers: 4
- Sabbat Status: 5
Virtues
- Conviction: 3
- Instinct: 3
- Courage: 4
Path of Enlightenment
Path of Power and the Inner Voice: 5
Willpower: 10
Kosczecsyku
Kosczecsyku is an ancient 5th generation Koldun of the Tzimisce clan, sire to the famous Voivode, Vladimir Rustovich. He is described as an anachronistic old man of small stature, with white hair and a mustache.
Biography
Kosczecsyku held considerable power over his territory earning the title of Voivode among his clan. He was also very interested in Blood magic, and underwent several lengths to obtain knowledge of the various schools of sorcery among the undead. This Cainite was allegedly slain by the Shadow Lords in 983.
After the alleged Final Death of Kosczecsyku, his childe, Vladimir Rustovich, eliminated his brothers in Blood to become his successor. Only Mischa and Csiskos have escaped this purge (but only until they crossed his path one more time).
The truth is, Kosczecsyku feigned his own death by the hands of the Lupines and tricked his eldest childer to leave him alone. Along with his apprentice and favored childe, Vrisa, the Voivode dedicated himself to the art of fleshcrafting, and books of thaumaturgical knowledge. Even in modern times, he is the proud owner of a Vozhd.
Disciplines, Detailed
With his Animalism
- (Level One) Can speak telepathically with any animal he makes eye contact with.
- (Level Two) Can summon animals of a particular type to himself.
- (Level Three) Can soothe creatures with his voice making them docile, and can even help pull Vampires from frenzy.
- (Level Three) Can cow a mortal into a state of fear, or apathy.
With his Auspex
- (Level One) Can raise one of his five senses to Superhuman levels.
- (Level Two) Can tell when someone lies to him.
- (Level Two) Can learn various qualities from someone by gleaming their aura.
- (Level Three) Can learn details of an artists state of mind, in relation to a piece of their artwork.
- (Level Three) Can learn something of an object and its previous owner, from its resonance.
- (Level Four) Can briefly probe someones mind, or project a telepathic message to them.
With his Dementation
- (Level One) Can increase his victims emotional intensity, two or three times greater, does not choose the emotion, simple amplifies whatever emotion is currently there. The power works on Vampires and Ghosts as well.
- (Level Two) Can inflict maddening visions upon his victim.
- (Level Three) Can gain insight into the nature of something through seemingly random patterns.
With his Dominate
- (Level One) Can give a simple one-word order that his target must obey. (As long as it doesn't endanger his target.)
- (Level Two) Can implant false thoughts, or hypnotic suggestions in his targets mind, as long as he maintains eye contact.
- (Level Three) Can rewrite the memories of his target, also requires eye contact.
- (Level Four) Can over time make a target a slave to his will, alone.
- (Level Five) Can possess a mortal body, and control it as if it was his own. (So long as it doesn't endanger his target.)
- (Level Six) Can start, stop, or otherwise control his targets bodily functions.
- (Level Six) Attempting to circumvent his Dominate commands fills his targets body with incapacitating pain.
- (Level Six) At this level he no longer requires to make eye contact, relying on skin contact or his voice to make commands.
- (Level Six) Can enforce oaths a target makes to him so that they cannot be broken.
- (Level Six) It becomes very difficult for other vampires to override his commands, with their own.
- (Level Six) He can use any Dominate power without making eye contact. Touching their skin, or even their clothing is sufficient.
- (Level Six) Can erase entire nights of a targets memory.
- (Level Six) Targets that he Dominates refuse to believe that their actions are not their own.
- (Level Six) Can ease a vampire out of frenzy.
- (Level Seven) Should a target be made unable to obey one of his Dominate commands, the effect will be passed on to someone who is able.
- (Level Seven) Learn a thought the target is repressing and force them to blurt it out.
- (Level Seven) Can use his Dominate on small groups all at once.
- (Level Seven) Can shut down the body functions of a target.
- (Level Seven) Force a vampire to obey his commands, even when staked or in torpor.
- (Level Seven) Can reduce the attributes of a target with a look.
With his Fortitude, he just makes himself harder to injure, his body becomes harder. (Level Four)
With his Obfuscate
- (Level One) Can remain hidden so long as he is still.
- (Level Two) Becomes invisible to others, so long as he does not draw attention to himself.
- (Level Three) Can change his appearance and mannerisms to mimic someone else.
With his Obtenebration
- (Level One) Can move and shape shadows around himself.
- (Level Two) Blankets an area in a cloud of unnatural shadow that obscures light, sound, and heat.
- (Level Three) Can summon black tentacles from the shadows to assist him.
- (Level Four) Can encase his body in nightmarish armor and grow black tentacles from his sides.
- (Level Four) Can create temporary objects made of shadow.
- (Level Five) Can transform into pure shadow that can only be harmed by fire, sunlight, or magic.
With his Potence he has superhuman strength. (Level Five)
With his Presence
- (Level One) He can cause those around him to want to be closer to him, they are fascinated by him, a sense of danger will break this effect.
- (Level Two) At this level he can engender unbearable terror in his victims, by simply showing that he is indeed a vampire, bearing his teeth and claws, and hissing loudly and with malice. Any vampire can do this, but students of Presence can do it better.
- (Level Three) He can make someone obsessively want to please him.
- (Level Four) He compels someone to come to him immediately.
- (Level Five) He appears as a figure of absolute power and authority.
With is Vicissitude
- (Level One) A vampire with this power may alter his or her bodily parameters: height, build, voice, facial features and skin tone, among other things. Such changes are cosmetic and minor in scope. He or she might, for example, resume his or her mortal coloration; make him/herself resemble a Moor, Viking or Saracen; or even copy the form of a web-fingered naiad or faerie noble.
- (Level Two) Alter muscle, fat, and cartilage.
- (Level Three) Alter bone.
- (Level Four) Transform into the war-form zulo, the transformation takes time to complete.
- (Level Five) Instantly transform into a pool of sentient blood.
- (Level Six) Transform the bones in your body into weapons.
- (Level Six) Permanently make your own blood highly corrosive.
- (Level Six) Transform into a huge, flying bat monster.
- (Level Six) Change the pain of wounds into pleasure.
- (Level Six) Turn your bowels into writhing tendrils.
- (Level Six) Attach the limbs of one person, to another without it becoming useless.
- (Level Six) Use a victim as a living weapon and shield.
- (Level Six) As level five, except you can move and hold any shape as a pool.
- (Level Six) Peel off a layer of skin to use as a net.
- (Level Seven) Wrap yourself into an incredibly resilient shell.
- (Level Seven) Give a target a disease that eats away at their body.
- (Level Seven) Cause a victim's spine to shoot up and down them.
- (Level Seven) Transform your face into a tentacle that can drain blood.
- (Level Seven) Turn victim's body parts into blood.
Thaumaturgy, Detailed
The Cardinal has completely mastered the standardized system of Thaumaturgy, Dark-Thaumaturgy, and Koldunic Sorcery. He has also recently turned his gaze towards learning about Necromancy as well, but has of yet to really learn anything about it other than philosophical conversations with some eloquent Giovanni elders, about the subject.
Paths
Thaumaturgy has a large number of paths; though it is not the oldest tradition of blood magic, the Tremere were magical scholars long before they were vampires, and toil ceaselessly to push their studies ever further. Many paths were once known by names which reflected the Tremere's previous magical heritage. These blood magics are not exclusive to only the ones who created it however.
- Alchemy 5
- Bio-Thaumaturgy 5
- Elemental Mastery 5
- The Faux Path 5
- The Focused Mind 5
- Gift of Morpheus 5
- The Green Path 5
- Geomancy 5
- Hands of Destruction 5
- The Hearth Path 5
- Lure of Flames 5
- Mastery of the Mortal Shell 5
- Movement of the Mind 5
- Neptune's Might 5
- Oneiromancy 5
- Path of Blood 5
- Path of the blood's curse 5
- Path of Conjuring 5
- Path of Corruption 5
- Path of Curses 5
- Path of the Fathers Vengeance 5
- Path of Levinbolt 5
- Path of Mars 5
- Path of Mercury 5
- Path of Shadow-Crafting 5
- Path of Technomancy 5
- Path of Transmutation 5
- Path of Warding 5
- Perdo Magica 5
- Prey on the Souls Fear 5
- Rego Magica 5
- Rego Mentum 5
- Soul of the Serpent 5
- Spirit Manipulation 5
- Spirit Thaumaturgy 5
- Transitus Velociter 5
- Video Pellis 5
- The Vine of Dionysus 5
- Way of Passage 5
- Weather Control 5
Dark Thaumaturgy is the name given to Thaumaturgy learned from demons. Vampires may make pacts with demons in order to learn the secrets of blood sorcery, just as mortal mages do to learn other infernal magics; they do so at the cost of whatever soul they have left, sealing a bargain which is a quick route to magical power. The price of gaining knowledge varies depending on the demon bartered with, but even vampires generally consider any infernal cost too high. Dark Thaumaturgy is most often practiced by the Baali bloodline and members of the Sabbat, especially the Tremere antitribu, who were considered to have created some of the better known Dark Thaumarturgy paths. Since the traitors' destruction, Dark Thaumaturgy has gained popularity in the Sabbat as it's now nearly impossible for the Sect's members to learn Thaumaturgy by other means, but even the leaders of the Sword of Caine forbid its practice.
- The Fires of the Inferno - similar to The Lure of Flames, but the sickly green bale-fire conjured from Hell by this path has only one use: destruction. Price: Obvious balefire taints the user's aura. (Guide to the Sabbat, p. 99)
- The Path of Phobos - this path conjures a foe's worst fears to assault him. Price: Horrific nightmares. (Guide to the Sabbat, p. 100)
- The Taking of the Spirit - saps the willpower of the victim. Price: Arrogance, manifesting as megalomania. (Guide to the Sabbat, p. 101)
- The Path of Pain - mastery over and the infliction of physical pain. Price: Addiction to pain. (VTM: Sins of the Blood, p. 86 )
- The Path of Pleasure - the creation of artificial, addictive pleasure and other drug-like effects. Price: The Beast's desires become harder to resist. (Sins of the Blood, p. 87)
- Path of the Defiler - mystical corruption; possibly an infernal variation of the Path of Corruption. Price: Jealousy, manifesting as possessiveness of the user's victims. (Sins of the Blood, p. 89)
- Path of the Unspoken - the acquisition of knowledge via blasphemous means. Considered a myth by most sorcerers. Price: Memory lapses. (Sins of the Blood, p. 91)
- Path of Pestilence - the creation and spread of disease. Price: "The Rot", an ever-worsening disease. (Sins of the Blood, p. 93)
- Rego Venalis (Path of Corruption) - mystical corruption (Dark Ages Companion, p. 105)
- Video Nefas (Path of Evil Revelations) - the acquisition of secrets of mortals and demons (Dark Ages Companion, p. 105-106)
- Rego Dolor (Path of Pain) - the infliction of physical pain (Dark Ages Companion, p. 106-107)
- Rego Manes (Path of Spirit) - the conjuration of demons and the infliction of damage to all kinds of spirits (Dark Ages Companion, p. 107-108)
Koldunic Sorcery is similar to Thaumaturgy in idea but very different in practice. Major differences include Koldunic Sorcery requiring the service of the spirits of nature rather than memorized rotes and rituals, Koldunism tending to be much more subtle than Thaumaturgy at lower levels, and Koldunism requiring not so much an extension of will as being a master of the very material a Fiend wishes to manipulate.
Despite being considered a form of Blood Magic it generally requires no expenditure of blood by the caster. The ancient Tzimisce who cultivated this power knew the difficulties of hunting in their territories and thus instead invoke their powers through enslaving the spirits of the land.
Practitioners of Koldunic Sorcery are known as koldun and are almost exclusively Old Clan Tzimisce. Many "regular" Tzimisce are unable to practice Koldunism, having turned away from the spirituality and perfection this form of sorcery requires to master. However, Koldunic Sorcery is by no means "good"; constant use will cause the very land and earth to eventually warp around the user.
The Way of Earth
- Grasping Soil - A koldun can use dirt to immobilize a target.
- Endurance of Stone - A koldun can harden their flesh to the consistancy of stone.
- Hungry Earth - A koldun can drag a target completely underground, smothering them.
- Root of Vitality - Similar to Hungry Earth, except the target is now able to breathe underground and can be healed.
- Kupala's Fury - A koldun calls on Kupala to create a powerful earthquake.
The Way of Wind
- Breath of Whispers - A koldun uses the wind to communicate with a target over long distances.
- Biting Gale - A koldun creates frigid winds that slow or freeze a target.
- Breeze of Lethargy - A koldun summons winds that bring exhaustion.
- Ride the Tempest - A koldun can ride the winds at incredible speeds to any destination.
- Fury of the Night Sky - A koldun may project the full measure of his anger into the night sky. Churning gray clouds blot out stars and moon, unleashing spiraling gusts and a driving downpour of freezing rain. Lightning arcs overhead, each thunderous flash casting jagged shadows.
The Way of Water
- Pool of Lies - A koldun creates detailed illusions on the water's surface.
- Watery Haven - A koldun may merge with water to protect themselves from the sun and foes, much as those who use Protean can merge with earth.
- Fog Over Sea - A koldun can walk on water.
- Minions of the Deep - A koldun summons water elementals to do his bidding.
- Doom Tide - A koldun creates a massive whirlpool that can sink ships and drag targets to the depths.
The Way of Fire
- Fiery Courage - A koldun permanently diminishes the difficulty to resist Rötschreck regarding fire.
- Combust - A koldun causes a target to spontaneously combust. (Blood Magic: Secrets of Thaumaturgy)
- Combust - A koldun causes a target to spontaneously combust.
- Magma Surge - A koldun causes magma to bubble up to the surface. (Blood Magic: Secrets of Thaumaturgy)
- Wall of Magma - A koldun summons magma from deep beneath the earth to protect themselves.
- Heat Wave - A koldun creates a blistering wind that can kill a target.
- Volcanic Blast - A koldun can create a volcanic geyser to erupt anywhere within their sight.
The Way of Spirit
This way may expressly exceed a rating of 5, but no distinct powers exist for each level of the Way of Spirit. Instead of levels of ability, a koldun extends their spiritual awareness over a larger area the more powerful they become on this path - once a koldun extends his senses with this path perceiving everything in the vicinity (even obfuscated Cainites). Additionaly, he may evoke powers of other Koldunic Sorcery paths anywhere within this territory.
Rating - Radius of Effect
• 50 feet
•• 100 yards
••• Quarter-mile
•••• 1 mile
••••• 5 miles
••••••+ 10 miles per dot over 5
Within this territory, the koldun sees, hears, smells and even tastes everything at once. As with Auspex, the mystical senses conferred by the Way of Spirit may confound Obfuscate and other forms of illusion or concealment.
However, no power may be used in this fashion if that poweer has a level exceeding the vampire’s rating in the Way of Spirit. Elder koldun who achieve such an inhuman power grow detached from individual people and events that do not concern their domains as a whole.
The Way of Sorrow
- The Frustrations of Nestretcha - A koldun makes it so that the target can not use willpower for successes or to use them for disciplines. This last for turns equal to the koldun's successes
- The Insults of Krivda - A koldun causes a target to fly into an uncontrollable rage and target the koldun
- The Weeping of Kruchina - A koldun causes a target to cry uncontrollably in intense misery
- The Misfortune of Chernogolov - A koldun makes it so that the target loses two successes on every roll. This last for turns equal to the koldun's successes
- The Starvation of Marena - A koldun can create a frosty gale that blast the victim and leaves him emaciated as if he had just survived the coldest of winters
Rituals
Reawakening the Dead Water (Level One)
The koldun must drop one point of blood into pool of water and then drink the equivalent of one blood point from that source. The koldun will be able to ingest this water without difficulty.
System: If the ritual is successfully performed (with at least one success), the koldun regains a point of spent Willpower. This cannot raise his Willpower above its normal maximum. This ritual can only be performed once per night.
Invoke the Lesser Sign of Power (Level Two)
The koldun may invoke the authority of the spirits which are the source of her magical birthright. She must concentrate for a single turn and then make the Lesser Sign of Power with her hands. If the ritual succeeds, her eyes glow with power.
System: For one hour per success, the koldun gains a -2 difficulty reduction on all Intimidation or Leadership rolls made against mortals, provided that she can make eye contact with them.
Cowing the Servant (Level Three)
The Tzimisce enjoy the feeling of control over their servants, even more so when those servants quake with fear. This ritual heightens the normal devotion of a ghoul, revenant, or other blood bound servant. The koldun mixes a sheep’s brain with soil from his domain and a point of his own blood, while chanting an ancient Slavic incantation. Then, he forces the servant to eat the foul mixture.
System: For one week per success, the difficulty of any roll made for the koldun to manipulate the servant is reduced by -1.
Ties That Bind (Level Four)
The koldun must spill four points of her own blood onto a patch of earth that she has claimed. Then, she must ritually devour a handful of the blood-soaked soil. Doing so reconnects her with the spirit of the land and facilitates the workings of koldunism. This is often used by kolduns outside of Eastern Europe to offset the distant connections to their homeland.
System: For one night per success, the koldun reduces the difficulty for all rolls pertaining to Koldunic Sorcery by -1. This ritual cannot be performed more than once per week.
The Inmost Tug (Level Five)
The koldun may alter the emotional characteristics of any blood bond he holds over a thrall. In place of the normal feelings of love and devotion, he can cause the thrall to feel a debased lust, a terrified obedience, a fraternal devotion, or any other emotional context he chooses. The koldun need only speak a word in the presence of the thrall to invoke the ritual’s power.
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