Subtler than mastery over earth, this way evokes the air in the breath of the living and the last rattle of a dying man. In stillness or motion, koldun turn all aspects of air to their unliving design. Attribute: Perceptio


BASIC

BREATH OF WHISPERS (1)

Even in their absence, koldun instill deep fear in their boyars. 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. 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 had whispered in his ear. He may reply or remain silent, but anything he says within a number of turns equal to the length of the vampire’s message flies back to the koldun... This power may bring words to anyone within a mile who is not in a sealed room. While using this power, a koldun must concentrate fully. Any disturbance breaks the communication.

BITTING GALE (2)

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 radius. Anyone caught in this frigid blast suffers one die of bashing damage each turn, 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 nonreflexive actions on the part of the vampire cause the winds to still and dissipate. This includes any movement.

INTERMEDIAIRE

WINDS OF LETHARGY (3)

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 radius. Players of characters caught in this wind must roll Stamina + Athletics (difficulty 8). This roll is made once every two turns 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 still persists.

RIDE THE TEMPEST (4)

A koldun employing this power moves at incredible speeds riding along the winds. Such voivodes may appear in each of their boyar’s homes and the villages of their lands in a single night, instilling fear among the peasants and terrorizing all to fealty. Few mortals of any class dare risk the wrath of a koldun who may arrive to administer punishment. 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 to his destination. This power cannot function effectively in caves, buildings or other firmly enclosed areas, and any vampire foolish enough to try suffers 5-10 dice of bashing damage for his trouble from crashing into walls. 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 fully solidifies. Such an arrival is quite impressive, heralded by a flurry of sudden gusts that extinguish candles and blow leaves about

ADVANCE

FURY OF THE NIGHT SKY (5)

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, 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 less than one, 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 during the hour following that. During the peak of its fury, the storm may cause flooding and certainly chills any exposed mortal to the bone (one die of unsoakable bashing damage every five minutes of full exposure). Lightning strikes regularly — far more than a usual storm. Indeed, a koldun may direct lightning at a foe. This requires the player to spend one Willpower point and roll Perception + Occult (difficulty 6). A successful strike inflicts 10 dice of lethal damage. Only one such attack may be made each turn.

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