The Way of Sorrow (from Tzimisce Revised Clanbook)
From Kruchina,
a goddess of mourning depicted as a perpetually weeping woman, to Likho Odnoglazoye,
the emaciated one-eyed hag who represented privation and suffering, the pantheons
of Eastern Europe brim with deities overseeing starvation, misery, misfortune,
bitterness and death.
Whether the gods hear their
names or the spirits merely attend their mention, a koldun who understands the
obscure Way of Sorrow can invoke the most dismal powers of the divine. This
way pays no heed to gods of revelry or plenty, only those whose attentions promise
tragedy.
Like the Way of Fire, the
Way of Sorrow is governed by the koldun's Manipulation, but the difficulty
for each of the powers is the victim's permanent Willpower rather than
the usual 4 + the level of the power. In addition, a victim may spend a point
of Willpower to overcome a particular effect of this way but is still vulnerable
to subsequent uses of the Discipline.
A final note: Dealing with forgotten gods requires propriety, especially those
who govern such bleak concerns. If invoked incorrectly, the Way of Sorrow turns
on the koldun. On a botch, the Fiend suffers the effects of his own power as
if she had scored five successes.
1 - THE FRUSTRATIONS OF NESTRECHA
Named for the goddess of
grief and failure, this power allows the koldun to rob an opponent of his resolve.
The koldun's stare saps the target's will to struggle. Although the victim is
overcome with a resigned pessimism or feelings of defeat, he can still take
action to resist the koldun, including combat, but only in a half -hearted or
fearful way. He musters none ofhis usual passion or determination.
System:
The koldun's player spends a Willpower point. Roll the koldun's Manipulation
+ Koldunism (difficulty equal to the victim's Willpower). For one turn per success,
her target's player can't spend Willpower points to activate Disciplines or
gain automatic successes. In storytelling terms, the victim might also lack
strong motivations or convictions for the power's duration ("What difference
does it make?" or "I just don't care anymore"). For this power
to be effective, the koldun must make eye contact with her victim.
2 - THE INSULTS OF KRIVDA
Any Fiend worthy of the
name can spit out a telling insult. But with this power, Krivda - a goddess
of hatred and bitterness - ensures that the remark offends, enraging the recipient.
In the Tzimisce-Tremere conflicts of nights long past, koldun carried Krivda
on their tongues, inciting their Usurper opponents to frenzy. They preferred
to deal with angry fangs instead of calculated Thaumaturgy. This is a dangerous
power to use, but it can unbalance a physically weak opponent who has access
to powerful Disciplines or could be used to embarrass a Cainite by causing him
to frenzy in public.
System:
After her player spends a Willpower point, the koldun insults the target in
the most offensive and humiliating way she can conceive. The koldun's player
rolls Manipulation + Koldunism (difficulty equal to the victim's Willpower).
If the roll is successful, the target flies into an uncontrollable rage and
assaults the koldun. If the target is a vampire, he must immediately roll to
resist frenzy ( difficulty 5 + the number of successes on the activation roll).
3 - THE WEEPING OF KRUCHINA
The glare of a kolduncan
make someone so miserable that they do nothing but cry. This power does more
than spill a few tears - it causes hysterical bawling, wailing and gnashing
of teeth. Some depressing notion overcomes the victim. Vampires might mourn
their lost humanitas or the passing of lovers who died long ago. Sometimes the
source is more nebulous koldun believe that it imparts the collected sorrow
of their demesnes' sickened soil.
System:
The koldun's player spends a Willpower point and rolls the koldun's Manipulation
+ Koldunism (difficulty equal to the victim's Willpower) . For one turn per
success, the target is overwhelmed by intense misery and cries uncontrollably.
Actions that require concentration are impossible for the power's duration.
Cainites lose a blood point each turn as copious amounts of vitae stream from
their eyes.
4 - THE MISFORTUNE OF CHERNOGOLOV
With a declaration that
a person is doomedor destined to fail, the koldun summons the atrention of Chernogolov
- the silver-mustached god of misfortune - to her victim. Under Chernogolov's
unlucky gaze, he is hindered in everything he does. If he fails, he does so
spectacularly.
System:
The koldun's player spends a Willpower point and rolls the koldun's Manipulation
+ Koldunism (difficulty equal to the victim's Willpower). For one turn per success,
the target automatically loses two successes on every roll he attempts. Botches
experienced under the effects of the Misfortune of Chernogolov should be especially
disastrous.
5 - THE STARVATION OF MARENA
By invoking the wife of
Kupala, the koldun summons the cold and starvation that is the domain of Marena.
A frosty gale blasts the victim and leaves him emaciated as if he had just survived
the coldest of winters. The frostbitten and starving victim clings to (un)life,
usually in no condition to contradict the koldun. The cold symbolizes of the
passage of time in harsh conditions.
System:
The koldun's player spends a Willpower point and rolls her Manipulation + Koldunism
(difficulty equal to the target's Willpower). For each success, the victim takes
two levels of bashing damage that can be soaked normally. In addition to this
damage, vampires lose one blood point for each of the koldun's successes- healthy
prey was scarce in the Eastern European winter.