MET LARP SRD
(2013 BNS MET System)
Tzimisce - Koldun
While all Fiends are scientists and scholars of the blood, the Koldun claim to be the first vampires to master sorcery. Their magic is drawn from the land, from otherworldly lines of energy that criss-cross the earth in mystic patterns. The Koldun twist those energies as ruthlessly as others in their clan twist flesh. Koldunism is an ancient skill, and a demanding one. Tzimisce who learn sorcery do not do so purely because their sire had the talent. They must prove that they have an aptitude for rigorous control, and for bargaining with the spirits and enslaving them to the Tzimisce’s desire. Those who try and fail always die, incinerated by the very power they wanted to command.
You can purchase Thaumaturgy: Path of Elemental Mastery and one other Thaumaturgical path of your choice. This additional path of Thaumaturgy can be learned without a teacher and is purchased at in-clan costs, but is not considered an in-clan discipline. For example, when using the Dominate power Possession, this additional path is not considered in-clan and cannot be brought along. Bloodline Merit Cost: 4
In-Clan Disciplines
Weakness
The Tzimisce are inextricably tied to their domains of origin, and must rest in the proximity of at least two handfuls of native soil — earth from a place important to her from her mortal days, such as the soil from her birthplace or the graveyard where she underwent her Embrace. Each day spent without this physical connection to her land inflicts a cumulative -1 penalty to all of the Tzimisce’s attack test pools (maximum -5). These penalties remain until she rests for a full day amid her earth once more.
Clan Merits
You share your clan’s connection to the land and, through the spirits of the land, you hear tales and whispers of lore...
Fiends are capable of twisting themselves inside out, all for the goal of transformation and surpassing their original...
“Well, sheriff, I’m not sure what happened to those teenagers neither, but you know how those out of town folks tend to...
Each time you purchase a Retainer, you can choose for that Retainer to be either a hellhound (if crafted from an...
Those with True Faith are a danger to any vampire; their holy righteousness burns through ancient blood and bone. You,...
One of the most terrifying Tzimisce creations is a Vozhd, a gruesome conglomeration of bits and pieces of other ghouls...
Long ago, when the Tzimisce joined the Sabbat, some members of the clan resisted. These archaic nobles refused to...
Those Tzimisce who practice the rare art of koldunic sorcery, or koldunism, claim to be the original creators of blood...
All Kolduns draw their magics from an ancient pact their clan made with Kupala: an ancient and powerful being tied to...
A Koldun’s haven is their respite—a library, a research laboratory, and a safe place to experiment. Your haven, in...
Cultures throughout the world have come to identify and venerate the spirits of the natural world. While some entreat...
Clan Flaws
You were once part of a revenant family. Following the Embrace, you suffered the double whammy of your clan’s weakness...
Your unbreakable need to be close to your homeland goes beyond the need to rest in the proximity of your ancestral...