Capable of great destruction and great healing, the earth is the womb of life and the sepulcher of death. It drinks all blood 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.

Key trait : Stamina


BASIC

GRASPING SOIL (1)

A koldun invoking this power may command earth to rise in a spray of dirt and crawl up a victim’s legs. Depending on the will and temperament of the sorcerer, the soil may appear as heaped mounds or sculpted to a parody of clutching arms. Regardless, the end result is the victim’s sudden immobility. This power can command only soil, not stone, and may target only victims standing on the earth.

System: The koldun may direct any patch of earth within a 100-foot 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 a Strength + Athletics 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 exclusively as broken legs and crushed feet

ENDURANCE OF STONE (2)

Drawing the essence of earth into himself, a koldun may gain a measure of its preternatural resilience. Under the effects of this power, a Cainite’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

INTERMEDIAIRE

HUNGRY EARTH (3)

Expanding on the power of Grasping Soil, a koldun may use this power to drag a victim into the earth and crush her with its pitiless grip. He need only gesture and the soil beneath his victim opens like the maw of a great beast. Tongues of cold mud lash forth to drag the victim into the closing pit, leaving her buried to the neck. This power may ensnare any victim who stands upon the earth within 100 feet of the koldun

System: Like Grasping Soil, every success on the activation roll leaves the victim trapped and immobile for one turn. Unlike the lesser power, the difficulty of the Strength + Athletics roll to break free increases to 8 and 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 (4)

As with Hungry Earth, the koldun may direct the land to bury any target standing on the earth within a 100-foot 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 pushes the target back to the surface.

ADVANCE

KUPALA'S FURY (5)

Mortals pray in fear when the mountains shake. They fear the wrath of the Old Gods, and rightfully so. With this power, a koldun may rouse the taint of Kupala with his blood so that the eldritch force may gnaw at the roots of mountains and thrash beneath the land like the great dragon of Tzimisce heraldry. It is not a power used lightly or capriciously, but it represents one of the greatest weapons available to Koldunic Sorcery.

With a successful Static Physical Challenge (difficulty 9), the koldun causes the earth to shake violently. Each additional Physical Trait she expends at the time of casting extends the radius of the quake as below. Victims in the area of effect must make a Static Physical Challenge against 10 Traits or else take 2 Lethal Damage. Other damage (to property etc.) is cinematic and at ST discretion -

Mortals pray in fear when the mountains shake. They fear the wrath of the Old Gods, and rightfully so. With this power, a koldun may rouse the taint of Kupala with his blood so that the eldritch force may gnaw at the roots of mountains and thrash beneath the land like the great dragon of Tzimisce heraldry. It is not a power used lightly or capriciously, but 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 or stamps angrily, and his anger flows invisibly 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 stone buildings 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.

-Physical traits

-Area of effect

-1

-One structure

-2

-Five structure

-3

-Residential street

-4

-Half a city block

-5

-Full city block

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