The Way of Water
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.
1 - POOLS OF ILLUSION
Travelers
have told tales of receiving warnings of future events, cries for help and even
divine intervention from spirits that manifested themselves from a water source.
Water spirits have been recounted the world over, from river cannibals to the
lovely mermaids and lorelei that beckoned men to watery deaths. Even King Arthur
received his prized sword Excalibur from such a spirit of water, known as the
Lady of the Lake.
At this beginning
level of the Way of Water, a koldun has the ability to create a three-dimensional
illusion along the surface of a water source. Koldun during the modern nights
sometimes invoke this power of illusion to prey on the superstitions of the
mortal world.
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.
2 - WATERY SOLACE
Should a koldun desperately
need shelter, from enemies or the rising sun, she may opt to sink below the
cool, dark, protective waters. As the vampire walks into a source of water,
she sinks below its surface, protected by the magic of the liquid. Though akoldun
can immerse herself into nearly all water sources, she cannot move around within
it; water currents mystically avoid the koldun's dead body at her original interring
point.
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 .
3 - WATER WALK
No longer bound by the laws
of physics, a koldun has the ability to walk along the fluid surface of water.
So long as she invokes this power, the vampire may walk the water's surface
as if it is as solid as earth.
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.
4 - WATERY MINIONS
The koldun of the Middles
Ages often invoked these minions from the moats surrounding their castles to
deter the marauding Turks. These servants are comprised completely of water,
ascending from a watery source. Once primed by this power, the minions follow
only very simple instructions from the koldun, though they do so without hesitation.
Some of the Turks surviving raids on a koldun's keep told stories of weirds,
dragons and dire wolves roaming around the armalisti castles.
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.
5 - DOOM TIDES
Many Turkish ships lie below
the Black Sea, destroyed by mighty whirlpools invoked by koldun. Victims fight
to keep themselves afloat or else find themselves sucked into whirling tides,
suffocating until they can swim free from this vortex. Some of tonight's koldun
entertain themselves by creating swirling riptides in pools to surprise late-night
swimmers.
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.