This way was practiced primarily among koldun with havens
near some sort of water source, from the Plain Lakes to the Black Sea.
With their powers, these koldun confounded many Turkish invasion attempts
along the Danube River, sinking their ships and drowning them under mystical
riptides. When employing the powers of this way, a koldun ' s eyes change
color to vivid, almost glowing aquamarine.
BASIC
System: The player makes a Wits + Koldunism roll ( difficulty 5) in order to create an illusion of her choosing. The illusion can speak and walk, but it is intangible and cannot leave the boundaries of water. This phantom image lasts for several seconds, after which it will slowly dissipate. LEVEL 2 Watery
Solace
System: Unlike most powers of Koldunic Sorcery, this power does not require the expenditure of a Willpower point; the player must accumulate two successes on her Wits + Koldunism roll (difficulty 6) to successfully submerge the character in the water. The amount of water must be at least a foot in depth and as large as her body for a koldun to rest there. This power acts like the Protean Discipline power of Earth Meld; after invoking Watery Solace, a vampire is completely concealed from the rays of the sun. Those looking straight down into the water where a koldun melds may make a Perception + Alertness roll (difficulty 8). On a successful roll, they catch a glimpse of the slumbering koldun and can attempt to attack or rouse her . INTERMEDIATE
System: The koldun may walk across the surface of water for a number of scenes equal to the number of successes the player scores on a Wits + Koldunism roll ( difficulty 7) . This does not prevent the creatures of the seas or lakes ( or any body of water the koldun traverses ) from interacting with her. The Storyteller may find it appropriate to have dolphins torment her, or a hungry shark could surprise the vampire and take a bite at her from beneath. It is also possible that the koldun will be spotted by individuals in boats, fishermen or even people swimming in her general vicinity. LEVEL 4 Watery Minions
System: The player spends a point of Willpower. For every success he scores on a Wits + Koldunism roll (difficulty 8), one Watery Minion rises from its source and forms into any shape the koldun desires. The Storyteller determines appropriate Traits as well as the number ofhealth levels for these minions if they have the ability to attack and defend. As they are composed of water, bashing damage does not slow the minions, though firerelated attacks gain an extra two dice to damage. All of these Watery Minions last for one night. ADVANCED
System: The player spends a Willpower point and rolls Wits + Koldunism (difficulty 9) to create a whirlpool. For every success she scores, the width of this maelstrom increases by 10 feet. Doom Tides have abase Strength15; this Strength increases by increments of five for each success the koldun scores beyond the activation roll. Victims must make a Strength + Survival roll (difficulty 8; Potence adds successes) in order to pull free from the riptide. This effect remains for one scene. 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
No Powers of this level currently known or have been discovered. |