Ancient koldun hospodar rulers once claimed sovereignty
over the lands of Eastern Europe, manipulating the magically rich cherozem
- "black earth" - to invoke their power and instill fear in their boyars
and peasants. Now, the young koldun of the Sabbat beckon the spirits of
the Western soil and derive their powers of the Way of Earth from natural
surroundings. When a koldun employs a power of this way, his eyes change
color to walnut brown and his skin ripples with small patches of stone.
BASIC
System: Success on the activation roll causes the dirt anywhere within a 100-foot radius of the invoker to roil and crawl up a victim's legs; the dirt ends its ascent about halfway between the knees and hips. Unless the subject can score five successes on a Stregnth + Survival roll, diff 6, he remains trapped in place by the Soil Silhouette for a number of turns equal to twice the successes the player scored on the activation roll. LEVEL 2 Unearthly
Stamina
System: After spending a Willpower point and making a successful Stamina + Koldunism roll, diff 6, the player may add two temporary Stamina dice when soaking damage. These can be included in soaking aggravated damage. This effect lasts for one scene. INTERMEDIATE
System: Roots issue forth from the ground and wrap themselves around the legs, ankles and waist of a victim, pulling him underneath the earth. For every success a player scored on a Stamina + Koldunism roll, diff 7, the victim remains trapped underground for one turn. Mortals and ghuols will have a very difficult time breathing due to the prolonged pressure from compact earth, and must make a Stamina roll, diff 7, or suffer one level of lethal damage for every turn they spend entombed in the earth. LEVEL 4 Root of
Vitality
System: With the expenditure of a Willpower point, the koldun commands the soil to pull a person down into the ground in order to heal her wounds. A character must remain underground for one turn per health level he heals. All damage a character suffers can heal in this manner including aggravated wounds, though the injured party must spend a blood point per aggravated wound level that he desires to heal, assuming that the character may do so. During this time of healing, the subject is helpless and unable to perform any other actions. ADVANCED
System: With the expenditure of a Willpower point and a successful Stamina + Koldunism roll, diff 9, a player enables her character to cause the earth to shake violently. Each success she scores increases the radius of the quake; victims within the area of effect suffer 10 dice of lethal damage. Cars, RVs and small houses suffer substantial damage and, at the Storyteller's discretion, may be destroyed altogether. Buildings three stories and higher, such as apartment complexes and office buildings may sustain some structural damage, but this supernatural tremor is not strong enough to cause them to crumble and fall. This tremor lasts for one turn. One - One structure
LEVEL 6 No Powers of this level currently known or have been discovered. LEVEL 7 No Powers of this level currently known or have been discovered. LEVEL 8 No Powers of this level currently known or have been discovered. LEVEL 9 No Powers of this level currently known or have been discovered. LEVEL 10 No Powers
of this level currently known or have been discovered.
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