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Jzinistt

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Known mostly to elders from the Old World,
the Tzimisce are a bloodline infamous for
their unbound cruelty. With their
frightening discipline of
Vicissitude, Tzimisce are
known for their ability to
reshape the flesh as a sculptor
shapes clay. Using this foul art,
Tzimisce make servants into hideous
monsters, and use them to control their
domains. Though there are a few rumors to the
contrary, Dracula apparently has nothing in
common with the Tzimisce except ethnic
background. Still, some Tzimisce have joined the
Order since its inception, though they are usually
held at arms length by more experienced teachers of
the covenant, who find them unpleasant and
disturbing.
This fearsome reputation often seems unwarranted at first.
Many Tzimisce are reserved and perspicacious beings, a far cry
from the howling monsters many would believe them to be.
Most Tzimisce appear as rational creatures, formidably
intelligent, possessed of an inquisitive and scientific bent, and
unstintingly gracious of guests. A Tzimisce childe could show
more compassion and humanity than a Toreador artist could.
An offshoot of the Ventrue clan, the first Tzimisce lords
appeared in the hoary mountains of Eastern Europe near 1000
A.D., and quickly became renowned for their insular nature as
well as for their cruelty. When Teutonic Ventrue tried to make
inroads into the east during the Crusades, they found their clan-
mates to be hospitable to a fault, but also distastefully strange or
corrupt. It is unknown as to whether this was the cause, but
soon after the last of the Crusades, power struggles erupted in
that area between native Tzimisce and western Ventrue, who
came to gentrify the region. A rift has existed between the
bloodline and the clan ever since.
Records on the founding of the clan are few and mostly
anecdotal, leaving their truths vulnerable to normal vampiric
proclivity for exaggeration or subterfuge. What can be certain is
the first Tzimisce, usually called just Tzimisce by his get,
probably hailed from the Byzantine Empire, either a prince or a
captain in the legions. Most stories have that the founder was
embraced but fell into dementia and fled to the wilds. The
stories then diverge, but most contain trials of various kinds
which end with Tzimisce surmounting his obstacles and learning
to master his new home, usually through extreme viciousness,
persistence, and guile.
It is these qualities which most Tzimisce take to heart.
Clinging to their ancestral homeland, many Tzimisce say that
mortal feelings of compassion, love, and guilt are chains to be
cast off in ones unlife, for they shackle what it really
takes to succeed as a creature of the night, ambition and
wisdom and control of the Beast.
Tzimisce consider the Beast
an ally rather than an
enemy, as it provides the
vampire the will to survive and
surpass. Tzimisce indulge their Beasts
in all sorts of games and diversions. They
do not consider this degeneration, but rather
exercising their superiority over creatures of a lower
order, whether they be humans or vampire
trespassers in their domains. The Beast is less likely
to rage if its taken out for a walk now and then,
they say.
The Tzimisce have an intricate relation to their
lands. Their bloodline weakness means they dont
travel often. Overpopulation eventually resulted in a few Fiends
seeking greener pastures. This trickle turned into a flood after
the communists came to power in Eastern Europe. Few Tzimisce
could challenge the established power of Western Europeans
elders though, so many came to the New World. The fugitives
settled on the East Coast, unwilling to travel further. Here they
created childer to seek out new abodes for them if they ever
need to leave again. This means Tzimisce can be found in quite
a few American and Canadian cities.
Parent Clan: Ventrue
Nickname: Fiends
Covenant: Though some early Tzimisce saw the light of the
Lancea Sanctum while others walked the Circle of the Crone,
the Tzimisce of the Dark Ages traditionally belonged to Invictus,
as they were understood to be a prestigious Ventrue bloodline,
even if Kindred of other lands did not know much else about
them. After the rift from the parent clan, many Tzimisce ignored
the inner circle of Invictus and parodied their organization while
remaining separate, forming the small, little known Oradea
League Covenant, made up of a council of Tzimisce princes, or
voivodes. Little truly changed, as the Oradea league was simply
an organization of oligarchs bent on holding their domains and
keeping the neonates in check.
Some Tzimisce claim that the founder was initiated as an aco-
lyte of the Circle of the Crone and that pagan rites are where the
bloodline gained its discipline of Vicissitude. Since many of the-
se elders never wrote much down or left any proof of these
claims, they are given little credence. But some Tzimisce learn
the ways of the Circle to better understand their bloods myster-
ies.
A few of the eldest Tzimisce are still members of the Circle of
the Crone. They can shape and change their bodies and create
life, or at least twisted mockeries of it. Since the inceptions of

the bloodline, the Tzimisce have been involved in pagan cults
and their fight against oppression. They will take the place of the
blood gods the Acolytes worship and they will show their wor-
shipper the true meaning of tribulation. The inhumanity and
cruelty of a Tzimisce Acolyte is almost unsurpassed in the Danse
Macabre. Those who dont hold themselves to the veneer of
nobility masking the beast of the Fiends can most often be
found in the Circle of the Crone.
The Ordo Dracul is an interesting case, there are some rumors
of its founder having been Tzimisce. The Tzimisce vehemently
deny this, as does the Order. Still, in recent nights, some
Tzimisce have been accepted by the Order because their signa-
ture discipline is considered worth exploring as a method of
understanding change. But many in the Ordo Dracul hold their
Tzimisce brothers at arms length.
Most Fiends are members of the Ordo Dracul. Their scholarly
bent and emphasis on transcending the vampiric condition ap-
pealed instantly to those Tzimisce preaching the path of Meta-
morphosis. Many Fiends flocked to the Dragons banner, even
when it was dangerous to do so. Tzimisce can mostly be found
among the Sworn of the Dying Light and the Sworn of Myster-
ies. The Sworn of the Axe hold little attraction to the very cere-
bral Tzimisce.
Like all members of the Ordo Dracul, Tzimisce seek to better
themselves. They search for the perfect form, altering themselves
in strange and disturbing ways. Many study the traditional Coils
as well as Vicissitude, hoping that a merger of the two studies
will yield something truly revolutionary.
The undead nobility of the Invictus appeals to most Fiends,
and so the second largest faction of the Tzimisce can be found
among their ranks. The Voivodate styles itself a feudal hierarchy
and thus the medieval society of the Invictus is a natural fit for
those looking for temporal power. Those rare Tzimisce who join
the Lancea Sanctum embody the very worst of a church of pred-
ators. Sanctified Fiends often serve as priests or spiritual leaders
of some kind. These positions are an outlet for their eerie fanat-
icism.
No Tzimisce has joined the Carthian Movement. The Fiends
have shed their mortal lives and they no longer see the need to
keep its trappings. Unbound are rare among modern Tzimisce,
but can still be found in Eastern Europe. There they dwell in
their ancestral keeps with no company but their experimental
subjects. While the traditional imagery of a Fiend terrorizing his
subjects from a gothic castle is mostly outdated, a few Tzimisce
still cling to the old ways, masquerade be damned.
]trit. \rirr1tt Httrs ( tr )
Status in the Voivodate acts as social bonus dice against
Tzimisce in some situations. Additionally, anyone with dots in
Voivodate Status can buy the Domain and Retainer merits for
half price. This bonus only applies after character creation and
can only be used in a situation where the Voivodate is distinct as
a covenant. Kindred with dots in Voivodate status have access to
Koldunic Sorcery, the magic created or stolen by the Tzimisce in
time past.
Appearance: With their Discipline, Tzimisce can vary wildly in
appearance, often not even looking human. Usually, however,
they represent some extreme of beauty or horror. Elders who
have become insular or deranged may have quite eccentric ap-
pearances depending on their origins, wearing strange or archaic
clothing, or in some cases nothing at all. Modern Tzimisce tend
to blend in better, but even they can sometimes be twisted and
strange.
Haven: Tzimisce havens are very personal things. Tzimisce
share the proclivity with their Ventrue clan-mates for large, os-
tentatious havens, and even share the tradition of providing
sanctuary to other Ventrue. They delight in playing gracious
host (though few would choose this option unless absolutely
necessary, as often what might be comfortable and pleasing to a
Tzimisce is not anyone elses idea of those concepts).
One thing that does set Tzimisce apart from other Ventrue is
their zeal in defending their havens. Bound by their bloodline
weakness (see below), Tzimisce consider trespassing on their
domain a capital offense, and respond accordingly. As a result of
this, most Tzimisce pay a lot of attention to the security of their
havens. If an enemy manage to destroy a Fiends haven, his Final
Death is only a matter of time after all.
Most Tzimisce make their havens away from places where lots
of mortals gather. This is partly because of an urge to make a
land for oneself, not bothered by the Kine masses, and partly
because someone might hear the screams.
Background: Tzimisce choose childer who are distinctive and
not necessarily traditionally professional or noble. They look for
traits that make a mortal worthy of the Embrace, scoffing at
the notion of it as a curse. They are attracted by exceptional ge-
nius or cunning, or acts of great willpower. Tzimisce are as likely
to embrace a psychopath as a scientist if they think the mortal
has a trait of interest. Whatever their mortal form, the elders
hope, the chaff will fall away and they will become a more re-
fined, deadly, formidable vampire. Some Tzimisce only embrace
from ghouls whom they have trained for years in preparation.
Rumor says that, in the Dark Ages, Tzimisce had whole ghoul
families under careful tutelage.
Most Tzimisce are still Eastern European in origin. Several
families have been manipulated by the Tzimisce through history.
These lineages were made to be the best breeding stock for
childer. The madness of the Tzimisce took its toll on these fami-
lies. Subjected to torture and cruel experiments during their
lives, over half the family members turn into fleshcrafted mad-
men. Stories of inbred monstrosities in Eastern Europe still sur-
face from time to time. These failed experiments are sometimes
set free by particularly callous Fiends and roam the countryside
of the Baltic nations.
Character Creation: Tzimisce favor either Mental or Social at-
tributes over brute strength, but often learn to back up whatever
weakness they may possess. Ultimately the fiends learn how to
make others fear them, as it is their best defense. Crafts, Medi-
cine, Science, Intimidation, Persuasion, and Brawl are common.
Social merits are often of great use to a Tzimisce, and the Haven
merit is particularly useful.
Bloodline Disciplines: Animalism, Dominate, Resilience, Vi-
cissitude.
Weakness: Like Ventrue, the Tzimisce are prone to derange-
ments as they degenerate (which is quite common): they often
are haunted by agoraphobia, obsessive-compulsive disorder, or
megalomania. In addition, the earth of a Tzimisce's domain is

essential to their ability to rest. The Tzimisces player loses one
die from all pools for every day that the character fails to sleep in
at least two handfuls of her special earth (special, because the
earth must be from an area important to the character birth-
place, grave site, etc. The specifics vary from Tzimisce to
Tzimisce, but any given character has only one such site). This
modifier cannot grow larger than 5, but once it reaches this
point it persists until the character has spent a full night in at
least two handfuls of appropriate soil.
Organization: Tzimisce are not known for working well to-
gether unless there is a common enemy. In that case, they can be
quite effective, but without some kind of overarching need to
combine forces they quickly fall back into petty bickering and
war for power. On the other hand, sire/childer relationships are
quite strong, as the pecking order is usually quite established
and not prone to changing. Many sires force their childer into
Vinculum early on to secure their loyalty for all time.
Theoretically, every Tzimisce has his place in the Voivodate.
Practically, the need for privacy means the Voivodes dont have
much say in the night-to-night business of the Fiends. Neverthe-
less, the old ways are respected. The Voivodes act as spiritual
leaders for the Fiends, whether they be Invictus, Acolytes, Drag-
ons or Sanctified. Under the Voivodes, the other Tzimisce are
considered vassals. The leadership of the entire bloodline lies in
the hand of the Voivode of Voivodes. Regional leaders are Knzi
and the warlocks of the Voivodate are referred to as Koldunic
sorcerers. Powerful Tzimisce have an advisory role in Voivodate
politics. Every Fiend over 150 years old becomes one of the
Szlachta, a noble council advising the Voivodes and Knzi.
Concepts: Crime lord, sociopath, antiquated nobility, corpo-
rate profiteer, driven professor, obsessive occultist, modern war-
lock, yuppie psycho, cenobite wannabe, butcher, mad scientist.
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The myth of their origin is told thusly:
When the Eldest came to Eastern Europe, the land spit him out. The
beasts hunted him and the forest rose up against him. The Eldest was a
powerful Fiend, but not equipped to fight the land itself. In his despair
he cried out a name he knew from his mortal life: Kupala.
This was the name of a god, a devil, or a powerful spirit. The nature
of Kupala is lost now, because the Eldest was the last one who knew the
secrets of his people, a tribe he slaughtered after his embrace. How this
tribe knew of Kupala and where they lived is as mysterious as the name
of the Eldest and the nature of Kupala himself.
Kupala answered the call and stepped over the mountains that sepa-
rated this world from the next. Where he entered this realm, he left a
crater. This crater is still a holy site to the Koldn. He spoke to the
Eldest in a long lost language and taught him the magic of the elements.
And with this magic the Eldest conquered the land, and we inherited it
from him. So it became our land, till the day Kupala arises and the
stars go out.
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The origin of the bloodline is clouded in myth. The only thing
that is sure about the birth of the Tzimisce is that it occurred
around the Baltic region sometime earlier than 653 A.D. Most
elders point to a document from this year as proof of their an-
cient claim to their lands. The document in question is ad-
dressed to the Camarilla of Byzantium and describes a mon-
strous and horrifying creature drinking [the] blood of the pagans
in Transdanubia [modern-day Hungary]. This report goes on to
the describe a cult based around this creature, a vampire that
could mold its own body and the bodies of its servants.
The Tzimisce dont appear in the scant documentation from
the following period, and only gained their infamy far later,
when Teutonic Ventrue from Die Unbesiegt tried to wrestle the
Baltic region from the Fiends grasp. This campaign was a land
grab by the Ventrue Hardestadt, who tried to install his own
bloodline in Lithuania. Where the crusaders conquered and
converted the last pagan kingdom of Europe, the Tzimisce stood
fast against the Christian Kindred. Die Unbesiegt didnt manage
to establish a permanent foothold in Lithuania and the so-called
Omen War ended when the Invictus emperor refused to give
any more resources to Hardestadt.
At least, this is the way the Fiends tell the story. Invictus schol-
ars point to the total amnesia surrounding the emperor and
doubt that the Tzimisce would remember this so clearly. What-
ever the cause was, the war was over and the Voivodate reigned
supreme in the Baltic States and big parts of Transdanubia.
Their Koldunic sorcerers used rituals to create many monstrous
servants, an army of horrors defending the last pagan strong-
holds of Europe.
O H|nt|rl 1ttlirt
This wouldnt last though. The Tzimisce could not exist in the
newly Christened world and slowly the Voivodate ceded ground
to the Invictus and the Lancea Sanctum. From the North, the
Circle of the Crone also appeared. They used the same practices
that the cults of the Voivodate used, but they werent exclusive
to one lineage. The numerical superiority and inclusiveness
managed to draw far more members to the covenants and the
Voivodate could no longer control the Baltic Region around
1300 A.D. Transdanubia was lost way before that time, at the
end of the Omen War.
Today, the Voivodate isnt big enough to be covenant and
membership in it does no longer exclude membership in the
Invictus or any other covenant. The decline of the Voivodate
also has another cause. During the 1700s, it still existed as a
covenant in the Baltic Region and it was powerful enough to
compete with the other covenants in most cities.
This fell apart when the Ordo Dracul appeared. They were
persecuted in a lot of Kindred domains, but the Fiends wel-
comed them with open arms. They were hungry for their secrets
and their coils. When they couldnt get to those by force, most
joined the Ordo Dracul. Its methods and ideology appealed to
many Tzimisce, who had their own ideas about transcending the
Curse.
Most Fiends who joined the Ordo Dracul still retained their
vassalage to the Voivodate. Since the Ordo Dracul wasnt a fully
formed covenant yet, this wasnt an exceptional occurrence. On-
ly when the Dragons became more powerful did membership in
the Ordo become more important than the Voivodate.
The final nail in the coffin for the Voivodes was the power
wielded by the Ordo Dracul in Transylvania and the other an-
cestral lands of the Tzimisce. Many Fiends traveled back to the
domains they were chased out of centuries earlier. Of course the

fog of ages obscured many claims to land, but the Ordo Dracul
welcomed every new ally they could get in those first decades of
its existence.
\itissitr1t
Vicissitude can be found on pp. 35-36 of Vampire Translation
Guide. Another version of Vicissitude can be found on pp. 3-6
of Mike McConnells The Tzimisce, which includes suggested
success thresholds for extended actions and penalties for instant
actions. Transviscera can be found on pp. 9-11 of Paul
OConnells The Strigoi, which rebalances the discipline and
changes the fourth and fifth dots into devotions.
1trrtirrs
Oirt| t|t \rz|1
(Animalism , Vicissitude ,
Blood Potency )
Cost: at least 15 ghouls
The vozhd is a war machine not seen since the war between the
Teutonic Ventrue and the Baltic Tzimisce in the Dark Ages. The
Tzimisce fleshcrafts the ghouls together, forging the bodies in a
single entity. The Fiend then feeds the mess of bodies a mixture
of the ghouls blood, creating a kind of proto-vinculum among
them. This bond in place, the Fiend uses Animalism to coalesce
the minds of the ghouls into one insane and imperfect Beast
that drives the vozhd to crush or devour everything in sight.
System: Roll Intelligence + Crafts + Vicissitude. The standard
time is one year to create the vozhd. Subtract one month for each
success. Subtract one die for every 5 ghouls below 30 used in the
creation of the vozhd. Add one die for every 10 ghouls over 30
used in the creation of the vozhd. If human ghouls are used in
the creation of the vozhd, the creator automatically loses a dot of
humanity and has to roll for degeneration.
This power costs 40 experience points to learn.
Crrrtrir] Olrr1
(Dominate , Vicissitude )
This power allows a vampire to become insubstantial and phys-
ically enter a host, controlling them from within like an obscene
marionette.
Cost: 1 Vitae, 1 Willpower.
Dice Pool: Intelligence + Intimidation + Dominate versus Re-
solve
Action: Contested.
The vampire must be in blood form, and must surround a tar-
get. There is no discreet way of doing this other than doing it
in a secluded area, as victims will panic and scream as they fight
back. This facilitates the physical union of the vampire in the
body, as it enters any available orifice.
The Conquering Blood is different from Possession, in that
the possession is rapid and unstable, and leaves the victim some
willpower. The physical presence of the vampire in all parts of
the victims bloodstream allows him to overwhelm whats left.
Roll Results
Dramatic Failure: The vampire becomes a prisoner inside the
targets body, vaguely able to perceive what he does but unable
to leave. The vampire may attempt to escape with a Resolve +
Stamina roll, maximum of one per hour. Tales tell of foolish
vampires who were trapped only to free themselves too close to
dawn to find safety.
Failure: If the victim acquires more successes, it resists the
vampires attempts.
Success: If the vampire acquires more successes, it takes pos-
session of the victim for a number of hours equal to its success-
es. Subtract its successes from the victims willpower. The result
is the number of times per hour that a victim can attempt to
reestablish control.
If a possessed body is killed or knocked unconscious, the vam-
pire is forced out and may possess another victim if it still wish-
es.
Exceptional Success: As per Success, but the vampire may re-
enter the same target at a later night without spending a Will-
power point.
This power costs 30 experience points to learn.
Note: If using the rules for Transviscera, this devotion requires
the devotion Body of the Sanguine Humor as a prerequisite.
|i1ir] t|t Hrrl
(Auspex , Obfuscate , Vicissitude )
The Aura is a byproduct of the body. Change the body, change
the soul. The bodys experiences can be summed up in the aura,
but this phenomenon is the product of physical forces. By craft-
ing certain locations on the body a Tzimisce can paint whatev-
er aura he chooses. Auras summarize the individual, revealing
the emotions, the Curse and even the stain of diablerie
This power lasts for a scene, after that time, the aura goes back
to its original colors.
Cost: 1 Willpower
Dice Pool: Wits + Subterfuge + Vicissitude
Action: Instant
Suggested Modifiers
Modifier Situation
Change the shade of the Aura (bright or weak)
-1 Change the primary color of the Aura
-2 Change the other colors in the Aura
-3 Conceal the Curse or the stain of diablerie
-4 Conceal the Curse and the stain of diablerie
This power costs 21 experience points to learn.
Crt|ir t|t urt||rl Otst
(Animalism , Vicissitude )
A Fiend with this power may release and temporarily enhance
the beast inside of another Kindred, whereupon it immediately
sets about warping flesh and bone to better accommodate its
monstrousness. The hapless host writhes in agony, skin slough-
ing off and muscles boiling into new and terrible forms. Once
the change settles, the host frenzies as a terrible living weapon,
wreaking a swath of carnage until the vampire bids the beast to
calm.
Cost: 2 Vitae, 1 Willpower
Dice Pool: Manipulation + Empathy + Animalism versus sub-
jects Composure + Blood Potency
Action: Instant

The subject is forced to spend two Vitae as an instant action to
painfully transform into the Horrid Form (this takes two turns if
the subject can only spend 1 Vitae/turn) and then attacks all
those nearby in frenzy. The physical changes return to normal
after the frenzy calms down. Leashing the Beast can end the
frenzy (and the effects of this power) prematurely, as normal.
This power costs 30 experience points to learn.
Note: If using the rules for Transviscera, this devotion requires
the devotion Form of the Zulo Beast as a prerequisite.
J|t Jzinistt Ot|tnrt|s
Vozhd are gigantic lobotomized amalgamations of many lesser
ghouls, at least two stories tall and weighing almost six tons.
Their very bodies are implements of destruction, covered as they
are with mouths full of razor-sharp teeth, six-foot bone spikes
jutting out at every possible angle and tentacles to draw prey into
their reach. These creatures have little intelligence, are notori-
ously too enraged to control reliably and have but one use: to
destroy everything in sight.
The creation of such a monstrosity requires at least 15 crea-
tures, though some include well over 30. The Ordo Dracul
chapterhouse in Vienna houses an account of a vozhd created
from 100 ghouls contributed by six different Fiends. The process
of becoming a vozhd invariably drives the component beings
insane; to circumvent this, the victims are usually lobotomized
via Vicissitude before the gestalten assembly occurs.
Animals, as well as humans, can be used to create these beasts.
In the Old World, most Tzimisce who knew the proper rituals
used wolves, goats and falcons, even the horses and livestock of
their subjects when other animals were scarce. Few Tzimisce
know how to create vozhdi in the modern nights, but in Riga,
rumors persist of a titanic monstrosity composed of human bod-
ies mingled with household pets, sea creatures and thousands of
smaller animals such as rats or snakes.
To create a vozhd, the Fiend fleshcrafts the ghouls together into
something like a cohesive entity. Perhaps she forms all the
ghouls skeletons into one structure then wraps it with the
ghouls flesh and organs. Though the process can take months,
the Fiend must hurry because these broken creatures, not yet
one entity, require constant infusions of vitae to prevent death
from shock. Still, a certain amount of prolonged suffering is
necessary to give the resulting vozhd the proper rage.
Once the construction is complete, the Tzimisce feeds the
ghouls a concoction of blood drawn from each of them, in effect
creating a blood bond among all the minds that will eventually
become the vozhd. Building upon this bond, the Fiend must
coalesce the minds within into a single, albeit broad and imper-
fect, Beast.
Even at the height of the clans dominance in the Baltic na-
tions, few Tzimisce knew the proper ritual and fewer still resort-
ed to the creation of such uncontrollable wrecking machines. In
the modern nights, most Tzimisce think the vozhdi extinct and
too big of a Masquerade violation to recreate.
Sample Vozhd
Attributes: Intelligence 1, Wits 2, Resolve 3, Strength 8, Dexter-
ity 2, Stamina 6, Presence 0, Manipulation 0, Composure 3
Skills: Brawl 2, Intimidation 5, Survival 4
Willpower: 6
Initiative: 5
Defense: 2 (highest of Wits or Dexterity)
Speed: 15 (species factor 5)
Size: 8
Disciplines: Resilience 4, Vigor 5
Vitae/per Turn: 20/2
Weapons/Attacks:
Type Damage Dice Pool
Bite or Claw 2 (L) 12
Throttle or Strangle 2 (B) 12
Slam 2 (B)* 12
* Special: Knockdown (See the World of Darkness Rule-
book, p. 168.)
Health: 14
Attempts to influence a vozhd with Animalism carry a 3 pen-
alty. This penalty is raised to 5 if the character attempting the
Animalism isnt one of the vozhds creators. A vozhd cannot use
any weapons, but might deal lethal damage, depending on its
parts. A vozhd follows the rules for ghouls laid out in the Vam-
pire: The Requiem rulebook. Keep in mind that a being as sin-
gle mindedly aggressive as a vozhd will get violent if denied his
vitae.

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