Way of Earth | Way of Wind | Way of Fire | Way of Water

Overall Considerationss

  • Koldunic Sorcery uses Occult as a retest, we are not using Koldunism as an ability
  • Koldunic Sorcery consists of the four ways (Earth, Fire, Air, Water), plus the following paths: Elemental Mastery, Lure of Flames, Movement of Mind (As seen through the eyes of air spirits, rather than telekinesis), and Weather Control
  • Kolduns can choose any of the above paths as their primary path
  • As with other thaumaturgy, koldunic sorcery takes (at least) an action to use, and can't be supercharged with celerity
  • All ranges default to line-of-sight, as is standard with LARP, unless it's a radius or the like

Way of the Earth

While using a Way of Earth power, the koldun's eyes turn brown, and his skin ripples like stone.

Level 1: Grasping Soil.
Description: The earth lunges up to grab the legs of the target, holding their lower body immobile.
System: Only usable on earth, not stone. Line of sight. The koldun spends a blood trait and performs a physical challenge vs the target. If successful, the koldun may either do a level of lethal damage, or may immobilize the target from the waist down for two turn per level of Way of Earth. If immobilized, the victim may use an action once a turn to break free by winning a static physical challenge vs 8 traits (Potence helps). The koldun does not need to maintain concentration.

Level 2: Endurance of Stone.
Description: The koldun's skin turns to a form of flexible stone.
System: The koldun spends a blood point and gains three stamina-related physical traits that last for the scene. No challenge. This power is not stackable with itself, but is stackable with Elemental Mastery 1.

Level 3: Hungry Earth.
Description: The earth sucks the target under, where it proceeds to chew them.
System: Only usable on earth, not stone. Line of sight. The koldun spends a blood trait and makes a physical challenge vs the target. If successful, for every level of Way of Earth, the victim is held immobile underground for one turn. Every turn the victim is underground, they must win or tie a simple test or take a level of lethal damage. The victim may use an action once a turn to break free by winning two static physical challenges in a row vs 16 traits (it will overbid; Potence helps). The koldun does not need to maintain concentration.

Level 4: Root of Vitality
Description: The earth sucks the target under, but heals them instead of hurting them.
System: Only usable on earth, not stone. Line of sight. The koldun spends a blood trait and a willpower trait; if the target is not willing, this requires a physical challenge. Each turn the target is underground, the target is healed of one level of damage; if the damage was aggravated, the target must spend a blood trait if they are able to (eg, not mortals). The koldun does not need to maintain concentration. This will heal a vampire in torpor, but not wake them. The koldun may use this power upon himself, and can also use it to duplicate Interred in the Earth. This lasts until the damage is healed.

Level 5: Kupala's Fury
Description:
Earthquake
System: Line of sight. The koldun spends a blood trait and a willpower trait and makes a physical challenge (vs 10 traits) to affect a 50' radius; for every minute the koldun spent in preparation, the radius increases by 25', up to a 250' radius. The koldun is not affected by her own earthquake. Wooden structures will collapse, stone structures will get damaged at STs discretion, and anyone else must take a static physical challenge vs 10 traits -- success means two bashing damage, failure means four lethal. STs may waive the challenge for those who are out doors and away from buildings, or for those who are immobile or otherwise unable to move.

Way of Wind

While using the Way of Wind, the koldun's eyes turn azure blue, and a gust of wind whips around him.

Level 1: Breath of Whispers
Description: The koldun speaks to the air, and the wind carries his words to the target, who may respond back.
System: The koldun spends a blood. No challenge is required, and so long as the Koldun is concentrating, the power lasts until the message is delivered and a brief response is sent. Neither the koldun or the target may be in a sealed room, and they must be in the same region (STs discretion). Anything said is relayed to the other; anyone may eavesdrop on the half of the conversation nearby, but cannot hear the other half.

Level 2:
Biting Gale Description: The koldun summons a bitterly cold wind.
System: 300' radius. The koldun spends a blood trait. No challenge. The koldun is not affected by his own Gale. Everyone else must win or tie a simple test every turn or take a bashing damage; regardless of the test, they also have the Negative Trait Clumsy , are two traits down on all challenges, and can only move 1 step instead of 3 a turn. The winds last as long as the koldun concentrates.

Level 3: Winds of Lethargy
Description: The koldun summons a wind that puts people to sleep.
System: 200' radius. The koldun spends a blood point, and engages in a mob challenge (FaF, pg 232) mental vs physical. Anyone who fails the challenge gains the Negative Traits Lethargic x 2 , and can only move 1 step instead of 3 a turn for the next hour. The wind lasts as long as the koldun concentrates; every two turns after the original, everyone who's not yet affected must test again; traits are only risked (on either side) if this is the first test for that target.

Level 4: Ride the Tempest
Description: The koldun turns to wind and flies to his destination.
System: The koldun spends a blood trait. No challenge, although this requires a turn to complete and any assults on the koldun during that turn require a simple test to make sure they do not loose their concentration. The koldun turns to wind and flies to his destination at 250 mph. This may be used for Fair Escape; indoors, the koldun simply takes three bashing damage; the power may still work at ST discretion, or the koldun may simply rematerialize at some random point in the room. While in flight, the koldun is nigh impossible to detect, since he has merged with the wind.

Level 5: Fury of the Night Sky
Description: The koldun summons a storm and can hurl lightning.
System: The koldun spends a blood trait and a willpower trait and makes a static mental challenge (vs 10 traits). It takes an hour for the storm to form, unless the koldun spends another willpower point (after the challenge), in which case it forms within a minute (10 turns). Concentration is not required. The storm lasts for an hour; anyone in the storm (except the koldun) has the Negative Trait Clumsy , and ranged attacks are limited to twenty feet or less. During the storm, the koldun may spend a blood trait to direct a lightning bolt at anything in line of sight; this requires a mental vs physical challenge with the target. If the koldun wins, the target takes three aggravated damage (This is equivalent to Weather Control 5).

Way of Fire

While using the Way of Wind, the koldun's eyes turn orange, and his skin radiates a reddish hue. The koldun never risks Rotschreck from his own use of these powers, though he might risk Rotschreck from secondary fires that are caused.

Level 1: Fiery Courage
Description:
The koldun masters his fear of fire.
System: This power is always on. Every two levels (rounded up) of the Way of Fire reduce the difficulty of Rotschreck tests for fire -- if this reduces the difficulty below 1, there is no test.

Level 2: Combust
Description: The target bursts into flame.
System: Line of sight. The koldun spends a blood point, and makes a social vs physical challenge with the target (or a static social challenge vs 6 traits for an inanimate object not held by anyone). If successful, the target takes an aggravated damage (if animate) or is destroyed (if inanimate; STs discretion); if the destroyed object was held by someone, that person takes a lethal.

Level 3: Wall of Magma
Description: Like the name says, walls of magma. Usually in a circle, but can be in any shape
System: The koldun spends a blood. No challenge. The wall lasts for two turns per level in Way of Fire, or until the koldun dismisses it. No concentration is required. The magma walls are 10' high, centered on the koldun with a 10' radius. Anyone attempting to get near the magma must succeed a courage (difficulty 4) check, and takes an agg. Anyone touching or crossing the wall takes two agg. The koldun may leave the circle at any time without penalty, but it does not move with him.

Level 4: Heat Wave
Description: The koldun causes steam to erupt over the target.
System: The koldun spends a blood trait and engages in a social vs physical challenge with the target. If successful, the target takes three lethal damage, and, if a vampire, loses three blood points. Frenzy may result from the loss of blood.

Level 5: Volcanic Blast
Description: Causes lava to spew from the ground where the koldun wishes.
System: Line of sight. The koldun spends a blood point and a willpower point and makes a static mental challenge vs 10 traits. If successful, the geyser erupts 20' into the air with a 10' radius; anyone caught in the area must make a static physical challenge vs 10 traits or take two agg damage from the lava. At STs discretion, those who are immobilized fail automatically. For three turns afterwards, plus an additional turn for every blood point the koldun wishes to spend, the radius increases by 2.5' per turn; again, anyone (or anything) coming into contact with the magma takes two agg. After that, for the next six turns, the magma radius increases by 0.5' per turn, after which it cools to rock. Concentration is not required.

Way of Water

When using the Way of Water, the koldun's eyes turn aquamarine, and his skin dampens noticeably.

Level 1: Pool of Lies
Description: The koldun can summon illusions, but only on the surface of water.
System: Line of sight. The koldun spends a blood. No challenge. The illusion lasts for the scene; it may move and speak, but lacks substance, and may not leave the surface of the water.

Level 2: Watery Haven
Description: The koldun merges with the water, escaping the sun.
System: No blood. No challenge. In all other ways, it behaves as Interred in the Earth (takes a turn, limited possessions, etc). Those investigating the water who succeed in a static mental challenge vs 10 traits may glimpse the koldun. The koldun can have sufficient "home earth" on themselves to make this a safe place to spend the day.

Level 3: Fog Over Sea
Description: The koldun may walk on water.
System: Spend a blood trait. No challenge. Lasts for a scene or an hour, whichever is longer, or until the koldun wishes to stop.

Level 4: Minions of the Deep
Description: Minions summoned from the water do the koldun's bidding.
System: The koldun spends a willpower point, and then spends up to 4 blood. Each blood trait becomes a minion. The minions have 8 traits in each category, but cannot initiate social or mental challenges, only defend. They have 5 health levels; they heal one level of damage for every turn in contact with a large body of water, and take one level of damage for every hour away. They do lethal damage.

Level 5: Doom Tide
Description: Whirlpools.
System: Line of sight. The koldun spends a blood point and a willpower point. The whirlpool has a 15' radius; anything caught in the whirlpool is dragged under (STs discretion in the case of galleys or ships) -- no test. Mortals take one lethal per round until they die. Vampires take two bashing damage, and are trapped for the rest of the scene, after which they must still make their way to the surface somehow. May be lethal to vampires if used in the middle of the ocean, due to pressure.

 
 
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