A koldun's eyes change color to a vivid, almost glowing, aquamarine when he employs a power of this way.
When a koldun invokes a power of this Way, he must expend a Mental Trait and then make a Mental Challenge (see individual powers for details).
Largely practiced by koldun with havens near
large water sources such as the Black Sea or Plain
Lakes, 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 bedazzle his foes.
Attribute: Wits
BASIC
POOLS OF ILLUSION (1)
This versatile power creates three-dimensional illusions along the surface of a water source. How a koldun
uses such illusions depends on temperament and intent.
It is just as easy to feign a divine visitation as a cunning
seduction leading to drowning
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 (2)
The player need not expend a Mental Trait to use this power, but must still succeed in a Static Mental Challenge (difficulty 6) to successfully submerge herself in water with this power. The amount of water must be at least a foot in depth and as large as her body for a koldun to rest there. Otherwise, this power is the same as the Protean power of Earth Meld, save that anyone looking into the water may make a Static Mental Challenge (difficulty of the koldun's Mental Traits) to catch a glimpse of the slumbering koldun.
As the feral Gangrel meld with the earth, so may a
koldunwith this power gracefully 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, not
even 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
Interred in the Earth. 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)
INTERMEDIAIRE
WATER WALK (3)
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 panoplies of
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, but he may not walk on water again unless he
reactivates the power.
WATERY MINIONS (4)
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 as 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(s) 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
the boiling rays of sunlight. Fire harms them less,
inflicting bashing damage only. Moreover, the watery
creatures may certainly extinguish flames with their
liquid bodies, though not without suffering injury. An
elemental that leaves the body of water that spawned
it suffers one level of aggravated damage per hour.
Minions regenerate one level of damage each turn
they remain in contact with a large body of water but
do not otherwise heal. Elementals have a number of
health levels equal to the koldun’s Willpower. Unless
destroyed, summoned minions last until the next
dawn before collapsing into inanimate puddles.
ADVANCE
DOOM TIDES (5)
Many Turkish 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, 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 nonbreathing
creatures simply remain trapped helplessly in the
vortex. This power lasts for one scene