Krasue (Rules)

## Advantages

Krasue increase their **Wraithcraft** and **Illusion** by 1.

They start with the following powers:

* **Wraithcraft*:*** *Mistform*

### Unique Weakness

Krasue are immune against the weakening effects of Glass. Instead they cant spend Essence and only use a D10 for Evocation Rolls when directly exposed to sunlight.

## Unique Powers

**Mask of the Souleater [Requires Spectral Avatar and atleast two Illusion Powers | 5 points]-** *Allows the Aspirant to weave a mantle of illusions around them, taking the name and shape of a Spirit they imprisoned in their flesh.*

Active: The Aspirant must make a successful Evocation Roll to assume the former apperance, voice and Impression of a spirit bound to them through **Spectral Avatar.** Should anyone examine them closely they might need to make a Charisma + Disguise Roll to determine how well they can hide their true nature.

**Ahp Form [10 points]-** *Allows the Aspirant to perform a deadly attack while leaving their mist form in an instant.*

Active: Should the Aspirant be in their Mistform they can turn back in an instant after making two successful Evocation Rolls. They may perform a Stealth Attack against a target within range. The target must make a Perception + Alertness Roll against a difficulty that equals the Aspirants Stealth rating in order to spot the attack should the mists have remained unsuspicious. This attack can only be performed with bare hands or a short-ranged weapon.

## Unique Rituals

**Baleful Blade [Requires atleast one Execration Power | 15 points]-** *This ritual allows the Aspirant to create a blade annoited on the blood of a target, capable of causing wounds that can never heal again. To do so the Aspirant needs to prepare a bowl filled with Essence, swamp water and cobra-bonemarrow. Afterwards the Aspirant may either place a hair, a drop of blood or an image depicting the chosen target into the bowl before immersing the blade in the resulting brew. It must be washed for a full hour while reciting passages from the Book of Aberration until it develops a matt gloss.*

Duration: 2 AP / 2 Hours

Ritual Resources: Exotic (3), Personal Object or Image (Accurate depiction of their true face; or The Evil Eye/Accursed Grasp)

Effect: Allows the Aspirant to create a weapon whose cuts can not be healed when wounding the target it was made for. Should the target die after being wounded by the Baleful Blade, it will return as a Phantom to haunt its killer.

## Backgrounds

* **8 points; *Skuld Offering*-** *Allows the character to perform a Skuld Offering, a forbidden ritual capable of summoning a Krasue whose name they know. To do so a moribund mortal must be ritualistically sacrificed while chanting any of the Krasues false names.* The character has learned the name of a Krasue and can perform this ritual to summon them for 1 AP. Should they be willing to appear the Krasue may accept an assassination contract; should they be successful they will demand a befitting reward. Should the Krasue be unwilling or die the character may spend 2 AP to learn the name of a new one willing to take a contract.
* **5 points; *Krasue Kiths;* Requires Krasue Allegiance*-***
	+ **Shinobi-** They may replace their bonus for **Illusion** with a bonus for **Execration.** Additionally once per session a Shinobi may add their Wraithcraft rating on a Disguise or Throwing Roll.
	+ **Vishkanya-** They may replace their bonus for **Wraithcraft** with a bonus for **Contagion.** Additionally they may choose a *Light Symptom* that they can transmit with a kiss. Should they spend two points of Essence they may upgrade this to a *Heavy Symptom*. The Symptoms will always be the same and must be chosen at the start of the campaign.
	+ **Deathbringer-** They may replace their bonus for **Illusion** with a bonus for **Distortion.** Additionally whenever they consume the soul of an Afflicted they may reduce their current Abberation by 5.
* **8 points; *Uncounted Names;* Requires Krasue Allegiance-** *It is common for a Krasue to ritualistically take the name of those they kill, assuming their identity at will. This becomes far more efficient when they have legal and civil contacts to back up their claim, allowing to move unseen even through the bureaucratic system.* Once per session the Krasue may assume a new idenity or back up an old one with legal documents and a mortal friend that can publicly vauch for its validity.
* **10 points; *Shadow on the Wall;* Requires Krasue Allegiance*-*** *Although they appear human on the outside, Krause move like living shadows. Their skills at infiltration have no equal among the Unliving. They can seemingly bypass any defense and move through locked doors to find their target.* Once per session the Krasue may bypass any outside protection and enter a chosen building unseen.

## Corruption

* **Curse of the Night-** (...) Intense light (including artifical light from gas or fire) thins mists under the Krasues controll and causes between 1-5 points of *Mental Damage.* In return absolute darkness will strengthen them, increasing their Dexterity by one as long as they move unseen.
* **Shifting Persona-** *It is common for Krasue to take the names of those they kill and even assume their apperances through illusions. For many this is a mere trick to hide their identity and reach their next target undetected. Those that engage in this behaviour to excessivly may loose track of their own identity to the extend of losing it forever.* The Krasue will change their identity atleast once every third session while forgetting about any they had before. Being confronted with a former ego of theirs will cause intense dysphoria which consumes Absolute Focus until the expose is over; however they may reroll any amount of dice on Charisma + Disguise Rolls to hide their true nature.
* **Obsessive Spite-** *More than anyone else the Krasue seek to inact vengeance upon those that wronged them and their House. They feel a cold hatred for their enemies and their death comes swift should the Krasue come close enough. For many their focus on vengeance turns into an obsession that can only be quelled by murder.* The Storyteller may choose an enemy of the Krasue to whose death they will develop an obsession. Should any opportunity to kill their enemy present itself, they must invest Intense Focus not to act upon it. Killing their target will reduce their current Aberration by 5.

## See also

* Krasue (Overview)
* Krasue