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

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