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.