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 |