Flesh works:
-Malleable Visage: The Kindred can modify his
facial features to look different. He cannot
outright imitate an existing person and he will
always possess some recognizable features which
can be picked up on by those who know them,
but can otherwise use this ability to trick most
people into believing he is someone else.
-Hermaphrodite: The Kindred can change their
sex as desired in order to fool enemies and seduce
targets based on their preference. This does not
outright change the identity of the Kindred but it
does make their appearance more feminine or
more masculine accordingly.
-Face Of Progress: The users face takes on a
fearsome alien aspect. Any mortal who gazes
upon the Kindred must pass a Willpower test (2)
or flee the Scene. On the other hand, users of
Vicissitude find the features endearing and the
user gains a 1 dice bonus to any non-supernatural
Charisma based rolls when interacting with other
Vicissitude users.
-Kraken’s Kiss: The Kindred’s mouth sprouts
numerous tentacles allowing them to hold down
their chosen prey with greater ease. Any
grappling roll or bite attack the Kindred performs
benefits from a 1 dice bonus.
-Skin Trap: The skin of the Vampire seems to
increase in volume and hang off his limbs in large
folds. When attacked the skin peels off and wraps
itself around those who seek to bring its master
harm. Any physical attack directed at the Kindred
suffers a 1 dice penalty.
-Entrail Saraband: The Vampires stomach
bursts open and a mass of wriggling tentacles,
formed from the user’s own entrails, seek to wrap
themselves around the foe. The user benefits
from a 2 dice bonus whenever attempting to
grapple a target.
Flesh Crafting:
-The user can now use Mortals and Enhanced
Mortals (including animal ghouls) in his Flesh
Crafting rituals. He can use the art of Targa and create Kisebi. He can create Szlachtas and use the art of Ithon.
Kindred cannot be targeted at this stage as their
inner beast rebels against the powers of the user.
Heat wave:
The user exhales and a hot gust of wind
that materializes from seemingly nowhere. The wind
causes burns to blister on any target within range.
This ability can only cause burns and dry out
material, it can never outright spark a fire.
Wicked Combution:
If successful, the user can ignite dry or
flammable material. He cannot target living
objects or other Kindred.
Born in Spain, Embraced in America
Path of the Wind:
Gossip of the wind:
The user can hear the excited chatter of spirits.
Wind spirits do not care about politics or long-
winded speeches, but love dramatic changes on the
physical and spiritual realm. The character is just as
likely to find out the spirits are excited with the
awakening of a secret elder as they are about the
newest skyscraper being built. Exactly what is heard
is left to the Storytellers interpretation.
Pietrosu’s Hospitality:
Gusts of wind seem to emanate from the
user when they are threatened. These manifestations
are created passively and occur regardless of if the
Koldun is conscious of the oncoming danger.
Any form of fire is instantly extinguished when
within 2 meters (6 feet) of the Koldun.
Sadly, this protection does not extend to fires fed by
highly flammable substances, such as jet fuel,
napalm or similar. The power also cannot extinguish
a raging inferno, such as a house fire, although it
will make it easier for the Koldun to forge a path
through a burning structure without being
immediately set alight. Finally, as strong as the
spirits are, they have no power over flames whose
origin is supernatural in nature.
Theft Of Mokosh:
If successful, the Koldun creates a bubble around a
target that starves them of all oxygen. As long as the
Koldun focuses on his ability the bubble will follow
the target around until the power ends.
While this ability can obviously be used to suffocate
a mortal, it is equally adept at starving flames of
their oxygen, were the Koldun to manifest the
ability on himself or an ally.