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The actual casting of Koldunic sorcery requires more
than a clumsy exertion of will. Such magic demands
perfection of form and mastery of the appropriate lore.
The caster’s player spends one blood point and rolls
(Attribute) + Occult against a difficulty of the power’s
level + 3, with the specific Attribute listed for each
path or “way.” Vampires always use the base Attribute,
ignoring any bonuses gained from blood expenditure
or other Disciplines. All kolduns must select one of the
ways listed below as their primary path.
The Way of Earth
Capable of great destruction and great healing, the
earth is the womb of life and the sepulcher of death. It
drinks all blood violently spilled upon its soil, and so
mirrors the vampire. It is by association with the earth
as a source of strength that a koldun enacts his will.
Attribute: Stamina
• Grasping Soil
A koldun invoking this power may command earth
to rise in a spray of dirt and crawl up a victim’s legs.
This power can only command soil, not stone, and may
only target victims standing on the earth.
System: The koldun may direct any patch of earth
within a 100-foot/30-meter radius to ensnare a target
for two turns per success rolled. Animated dirt ascends
and constricts midway between the victim’s knees and
hips, holding her fast unless her player scores five successes
on Strength + Survival roll (difficulty 6). It is
also possible to use this power as an attack, in which
case the grasping earth crushes once and then releases.
Used in this manner, each success on the casting inflicts
one level of lethal damage. Such damage manifests
as broken legs and crushed feet.
•• Endurance of Stone
Drawing the essence of earth into himself, a koldun
may gain a measure of its preternatural resilience. Under
the effects of this power, a vampire’s skin resembles
a horrid fusion of flesh and stone that cracks and flows
impossibly with every movement.
System: A successful activation roll grants the koldun
two extra dots of Stamina for the rest of the scene.
These dots are considered part of the character’s natural
Stamina and may aid in any uses of that Attribute,
including soak.
••• Hungry Earth
Expanding on the power of Grasping Soil, a koldun
may use this power to drag a victim into the earth.
He need only gesture and the soil beneath his victim
opens like the maw of a great beast. This power may
ensnare any victim who stands upon the earth within
100 feet/30 meters of the koldun.
System: Like Grasping Soil, every success on the activation
roll leaves the victim immobile for one turn.
However, the difficulty of the Strength + Survival roll
to break free increases to 8 and doing so still requires
five successes. As the earth continues to shift and grasp
while the power remains active, this roll must be made
as a single (though repeatable) attempt rather than an
extended test. In addition, beings trapped in the crushing
pit suffer one level of lethal damage each turn. Beings
capable of soaking this damage may do so, but at
difficulty 7. At the end of the power’s duration, the
earth yawns once more to release the victim.
•••• Root of Vitality
As with Hungry Earth, the koldun may direct the
land to bury any target standing on the earth within
a 100-foot/30-meter radius. Yet this power is far more
benevolent in its intent, if no less disturbing in its
manifestation. The soil ripples, parting and closing like
some obscene womb as it draws the target a full yard
beneath the surface. Living beings entombed in this
fashion do not suffocate, as the enchanted soil pumps
air from above in undulating breaths. Better still, the
fertile essence of the earth presses upon her flesh and
restores it to new health. Still, the process is highly
disturbing and unnatural, especially as targets remain
wholly aware in silent, helpless immobility for the full
duration. It is possible for a koldun to heal himself with
this power.
System: The player spends as many blood points as
desired (which may require multiple turns depending
on Generation) and makes the activation roll. Each
success permits the earth to heal two levels of bashing
damage or one level of lethal damage. Healing aggravated
damage requires two successes per level. The
total number of health levels that may be restored with
each use of this power is the number of blood points
invested or the number of successes on the activation
roll, whichever is lower. Any blood points spent beyond
the number of successes drain away to no effect.
The actual healing process takes one turn per bashing
level, one minute per lethal level, and one hour per
aggravated level. Once the healing is complete or the
power is interrupted through determined excavation,
the earth expels the target back to the surface.
••••• Kupala’s Fury
Mortals pray in fear when the mountains shake.
They fear the wrath of the Old Gods, and rightfully so.
This is not a power used lightly or capriciously, because
it represents one of the greatest weapons available to
Koldunic Sorcery.
System: This power requires a Willpower point in
addition to the usual cost and activation roll. The koldun
smites the earth with his fist, and his anger flows
through the soil to any target in his line of sight. The
quake erupts outward from that point, inflicting 10
dice of lethal damage on everything and everyone in
the area of effect. Most wooden structures collapse
entirely and even buildings of concrete and steel may
grow cracked and pitted with superficial damage from
the shaking earth. This tremor lasts one turn and affects
an area determined by the number of successes
rolled. It is not possible to apply fewer successes than
those rolled.
Successes - Area
1 success - One house or single storefront
2 successes - Five lesser structures or a small city
block
3 successes - An entire side street or a large
city block
4 successes - Multiple square blocks or a large
structure (like a stadium)
5 successes - An entire neighborhood or massive
industrial complex
The Way of Wind
Subtler than mastery over earth, this way evokes the
air in the breath of the living and last rattle of a dying
man. In stillness or motion, koldun turn all aspects of
air to their unliving design.
Attribute: Perception
• Breath of Whispers
Even in their absence, koldun instill deep fear in
their servants. This power carries the vampire’s words
on a light breeze and returns with the target’s reply.
The vampire need only address the target by name and
forcibly mimic a deep exhalation of breath as he speaks
his message.
System: Every time the koldun wishes to send a
new message via this power, his player makes the usual
activation roll. However, the player need only spend
blood the first time the power is used during a given
scene. Each success permits one turn of speech. After
the vampire concludes the message, swift winds carry
it to its destination. Within a minute, the target hears
the koldun as if the vampire whispered in his ear. He
may reply or remain silent, but anything he says within
a number of turns equal to the koldun’s successes flies
back to the koldun. This power may bring words to
anyone within a mile (one and a half kilometers) who
is not in a sealed room. While using this power, a koldun
must concentrate fully. Any disturbance breaks
the communication.
•• Biting Gale
Vengeful koldun sought to invoke a wind as chill
as air atop the Carpathian Mountains. This power
achieves that end, unleashing a cutting wind that can
freeze a man’s blood in his veins as it swirls through an
area of his choosing. Besides its obvious combat applications,
this power also facilitates a dramatic entrance
for those so inclined.
System: With a successful activation roll, the koldun
summons a freezing wind within a maximum of
a 100-yard/meter radius. Anyone caught in this frigid
blast suffers one die of bashing damage each turn
(which may be soaked normally), loses two dice from
all Dexterity pools, and moves at half normal speed.
The winds last as long as the koldun wills, provided he
maintains concentration. Any non-reflexive actions
on the part of the vampire cause the winds to still and
dissipate. This includes any movement.
••• Breeze of Lethargy
Although they cannot induce immediate sleep, the
winds evoked by this power bring growing exhaustion
and numbing weariness through every muscle. Victims
of this power often smell a hint of bittersweet smoke
before they fall entranced.
System: For two turns per success, the koldun creates
a wind inflicting extreme lethargy within a 200-
foot/60-meter radius. Players of characters caught in
this wind must roll Stamina + Survival (difficulty 8).
This roll is made once every ten minutes of exposure.
Failure means the character halves all dice pools involving
physical actions for the remaining duration of
the wind and halves all movement rates for the scene.
A botch puts the character to sleep (or a state of light
torpor for vampires) for the scene. Sleeping characters
awaken if prodded, shaken, or otherwise manhandled,
though they move slowly and may suffer halved dice
pools if the wind persists.
•••• Ride the Tempest
A koldun employing this power moves at incredible
speeds as he rides along the winds. While traveling
with this power, a vampire assumes a blurred form that
coalesces as he reaches his destination.
System: With a successful activation roll, the koldun
fades into the wind and flies at 250 mph/400 kph to his
destination. This power cannot effectively function in
caves, buildings, or other enclosed areas. Outside, the
vampire’s flight navigates all obstacles. Once the koldun
arrives at his destination or the scene ends, the
vampire descends to earth and solidifies.
••••• Tempest
Applying fury magnified by blood and will, 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, with each thunderous
flash casting jagged shadows.
System: With a successful activation roll and a point
of Willpower (in addition to the usual blood), a koldun
may conjure a terrible storm. It takes six hours for the
clouds to gather and thicken overhead, minus one hour
for every success rolled. If this results in a duration of
less than one hour, the clouds blossom outward from
directly overhead like a black canopy, filling the sky in
mere minutes. Once the clouds form, the rain begins
to fall in torrents and the lightning begins. The storm
persists at full strength for one hour per success rolled. It
gradually dissipates over the hour following that. During
the peak of its fury, the storm may cause flooding and
certainly chills any exposed mortal to the bone (1 die
of unsoakable bashing damage every five minutes of full
exposure). Lightning strikes regularly, far more than a
usual storm. Indeed, for a cost of one Willpower point,
a koldun may direct lightning at a foe using his Perception
+ Occult (difficulty 6). A successful strike inflicts
10 dice of lethal damage (which can be soaked normally).
Only one such attack may be made each turn.
The Way of Water
Largely practiced by koldun with havens near a large
water source, this way can raise watery spirit slaves and
dash a ship to splinters. More subtly, the vampire may
lurk in the depths or conjure illusions to confound and
dazzle his foes.
Attribute: Wits
• Pool of Lies
This versatile power creates three-dimensional illusions
along the surface of a water source. How a koldun
uses such illusions depends on his temperament and
will. It is just as easy to feign a divine visitation as a
cunning seduction.
System: With a successful activation roll, the koldun
may project an illusion on any water surface in line
of sight. The illusion may speak and move however the
vampire wishes, though it has no substance and cannot
step beyond the bounds of the water. The phantom
lasts one turn per success rolled, after which it slowly
dissipates into fine mist. It is possible to extend this
lifespan with subsequent activations of the power, each
of which stack in determining final duration. Rolls to
extend an illusion’s duration add one to the base difficulty,
but require no blood. Once an illusion fades
away, it must be cast anew.
•• Watery Haven
Just as the Gangrel meld with the earth, so may a
koldun with this power sink beneath the water to escape
the sun. The vampire does not so much submerge
as merge with the water. Though his slumbering form
may be visible at odd angles from above, only the most
determined splashing can disturb his rest.
System: This power requires no blood. If the player gains
two or more successes on the activation roll, the vampire
sinks into the water as per the Protean power Earth Meld.
A body of water must be at least two feet deep and as large
in other dimensions as the vampire’s body to contain him.
Catching a glimpse of a hidden koldun in the water requires
a successful Perception + Alertness roll (difficulty 8).
••• Fog Over Sea
Moving with the unnatural grace of a ghost, a koldun
employing this power may stride across water as readily
as land, leaving nary a ripple to mark his passing. Some
vampires delight in using this power in conjunction
with Pool of Lies to conjure phantasms to attend them.
System: For every success on the activation roll, the
koldun may walk on water for one scene or one hour,
whichever is longer. A koldun may choose to drop
the effects of this power in order to submerge or swim;
however, the vampire may not walk on water again unless
he reactivates the power.
•••• Minions of the Deep
By dripping his blood into a body of water, a koldun
may summon or rouse embodied water elementals to
serve him for a night. Such minions are infallibly loyal,
if not especially clever. Despite their liquid form, they
are solid enough to grab a man and drag him to a watery
grave or pummel him like the crashing surf.
System: The player spends one Willpower point and
makes the standard activation roll. With success, the
player may spend blood to summon elemental minions.
This blood must be dripped or flung into a body of water,
which may require multiple turns depending on
generational limits for blood expenditure.
Once the last drop of blood falls, the water rises into
whatever form the koldun desires. The caster may create
as many minions as blood points spent, though not
more than the total number of successes rolled. Regardless
of their form, the spirits have a rating equal to
the vampire’s Wits in all Traits. These beings have no
Knowledges and no Skills apart from Stealth. Furthermore,
their Mental and Social Attributes are considered
to have a rating of 1 except in passive or defensive situations
(such as to resist persuasion or mind-control).
Water elementals soak and otherwise suffer damage as
vampires, including from sunlight. Fire harms them less,
inflicting bashing damage only. Moreover, the watery
creatures may extinguish flames with their liquid bodies,
though not without suffering injury. An elemental
who leaves the body of water that spawned it suffers
one level of aggravated damage per hour. Minions regenerate
one level of damage of any kind (including
aggravated) each turn they remain in contact with a
large body of water, but do not otherwise heal. Unless
destroyed, summoned minions last until the next dawn
before collapsing into inanimate puddles.
••••• Doom Tide
Many ships lie at the bottom of the Black Sea, shattered
by the whirlpools of the koldun. Victims of this
power must fight with every ounce of their strength or
fall into the whirling, airless depths below.
System: The player spends a Willpower point in addition
to the usual blood. For every success on the activation
roll, the resulting whirlpool has a radius of five
feet/1.5 meters, centered anywhere in the vampire’s line
of sight. Whirlpools have a base Strength of 15, increasing
by 5 dots per success after the first. Victims must successfully
oppose this Strength with their own Strength +
Survival (difficulty 8) in order to break free. Those who
fail are sucked into the depths and pounded with crushing
currents. Living beings drown normally, while vampires
and other non-breathing creatures simply remain trapped
helplessly in the vortex. This power lasts for one scene.
The Way of Fire
The ancient anathema of vampires, the element of
fire offers the most powerful and dangerous tool available
to koldun. The Way of Fire shares aspects with the
Way of Earth, in that it focuses more on magma and
fiery rock than pure, naked flame.
Attribute: Manipulation
• Fiery Courage
No vampire can master an element he fears, so this power
dims that fear to a mere ember of its former intensity.
System: Once learned, this power is permanent and
requires no activation roll or blood. The koldun subtracts
his rating in the Way of Fire from the difficulty
of Courage rolls to resist Rötschreck from exposure or
proximity to flame. This power does not aid in resisting
the panic that accompanies sunlight or any other
causes apart from actual fire. If this reduces the difficulty
of a Courage roll below two, the koldun simply
does not succumb to the Red Fear. Koldun never risk
Rötschrek from fire and magma they conjure.
•• Combust
The Cainite’s eyes flash vivid orange with sorcerous
power as superheated air coils around the target. In
moments, the target bursts into spontaneous flame.
System: For every success on the activation roll, the
target suffers one level of aggravated damage. This attack
may be dodged, but not blocked, and can affect
living (or unliving) beings at +2 difficulty. It is only
possible to make one fiery attack per turn.
••• Wall of Magma
The koldun raises his hand and the earth splits,
spraying a wall of glowing magma 10 feet/3 meters
high. Normally, this wall forms a 10-foot/3-meter radius
circle around the vampire, although the sorcerer
can raise other shapes with practice and skill.
System: The wall of magma summoned with this
power has a lifespan of two turns per success rolled. If
the koldun wishes to release the magma along a shape
other than a protective circle, increase the base difficulty
by one. Characters cannot approach a wall of
molten rock without a Courage roll (difficulty 8), and
even then, the close blistering heat inflicts a level of
aggravated damage. Actual contact with the lava increases
the damage to three levels and raises the soak
difficulty to 9, assuming any sort of soak is possible. The
koldun takes no damage from his proximity to the summoned
magma (although contact with it still damages
him as normal).
•••• Heat Wave
The koldun acts as a conduit for steam geysers and
channels a blast of desiccating air at a victim within
line of sight. This fiery wind appears as a rippling heat
wave enveloping the victim. Individuals slain with
this gruesome power appear as withered, mummified
husks.
System: On a successful activation roll, the victim
suffers five levels of lethal damage that may be soaked
by beings capable of such. Vampire targets also lose five
blood points, regardless of the damage inflicted.
••••• Volcanic Blast
At the final mastery of Way of Fire, a koldun commands
lava to explode from the ground in a huge geyser.
The molten rock spews across a wide swath before
crashing to earth and flowing in all directions. Anything
in the path of the molten rock burns, melts, or
vaporizes within moments. The caster may direct the
lava to erupt anywhere in his line of sight.
System: This power costs one Willpower point in addition
to a blood point. For every success on the activation
roll, the initial lava burst lasts one turn. The rivers
of burning liquid rock then flow sluggishly for twice
this duration before suddenly cooling and hardening.
Even if an object survives the heat, it now lies trapped
beneath the rock. Anything that makes contact with
lava (including the koldun) suffers a minimum of three
levels of aggravated damage. For objects that don’t
have health levels, the Storyteller must decide how
many turns they last before melting or erupting into
their own inferno. A botch on this power opens the
lava geyser under an unintended target, possibly the
koldun himself.

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