Post by Phsycodelic on Nov 10, 2016 1:08:04 GMT
Koldunic Sorcery: Way Of Water
Secret
Secret
Attribute: Wits
Largely practiced by koldun with havens near a large water source, 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 dazzle his foes.
Koldunic Sorcery botches cause the sorcerer to acquire a psychosomatic aversion to the holy symbols in a manner similar to the Flaw Repelled by Crosses. Thedifficulty to resist Rötschreck is equal to (4 + the user's sorcery rating). [Rites Of The Blood - Page 132]
Alternate System: For Storytellers that prefer an alternate method, the roll to activate a Koldunic Sorcery Path is now a Willpower roll with a difficulty equal to (3 + Path rating), and each such roll also requires the expenditure of one blood point. The roll to activate a Koldunic Sorcery ritual is Intelligence + Occult with a difficulty equal to 3 + the ritual rating. These rules supersede those in V20, but if you prefer the original rules, feel free to use whichever you like.
[ 1 ] Pool Of Lies ( Vampire: The Masquerade 20th Anniversary Edition - Page 450 )
This versatile power creates three-dimensional illusions along the surface of a water source. How a koldun uses such illusions depends on his temperament and will. It is just as easy to feign a divine visitation as a cunning seduction.
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.
[ 2 ] Watery Haven ( Vampire: The Masquerade 20th Anniversary Edition - Page 451 )
Just as the Gangrel meld with the earth, so may a koldun with this power 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, only 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 Earth Meld. 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).
[ 3 ] Fog Over Sea ( Vampire: The Masquerade 20th Anniversary Edition - Page 451 )
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 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; however, the vampire may not walk on water again unless he reactivates the power.
[ 4 ] Minions Of The Deep ( Vampire: The Masquerade 20th Anniversary Edition - Page 451 )
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 like 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 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 sunlight. Fire harms them less, inflicting bashing damage only. Moreover, the watery creatures may extinguish flames with their liquid bodies, though not without suffering injury. An elemental who leaves the body of water that spawned it suffers one level of aggravated damage per hour. Minions regenerate one level of damage of any kind (including aggravated) each turn they remain in contact with a large body of water, but do not otherwise heal. Unless destroyed, summoned minions last until the next dawn before collapsing into inanimate puddles.
[ 5 ] Doom Tide ( Vampire: The Masquerade 20th Anniversary Edition - Page 452 )
Many 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/1.5 meters, 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 non-breathing creatures simply remain trapped helplessly in the vortex. This power lasts for one scene.