The Way of Wind
A second avenue of
Koldunic Sorcery , the Way of Wind was once manipulated by Tzimisce lords to
protect their Eastern European lands. Invoking these powers granted them the
ability to control the element of crivat to suit their whims and master the
air they once breathed in their mortal days. People of Eastern Europe, especially
in Romania, name these types of unnatural winds the koldun manipulate - people
of the west call the winds Austru, or the Black Winds, while residents of the
south name them the Great Winds or the baltaret.
When a koldun invokes a power of this way, his eyes change color to sky blue
and gusts of wind breeze all about him.
1 - WINDS OF GUILT
Ancient koldun hospodars
invoked Winds of Guilt as a means of ensuring loyalty in their boyars without
the need of a blood bond. This power caused a wind to gust around these boyars
that sounded to them like whispering voices, telling of the horrors that would
befall them and their families should they betray their voivode. These voices
would slowly warp the minds of these men, and only when this sorcery waned would
they regain their coherence. Afterward, the boyars were so afraid of the consequences
of betrayal that their loyalty to their master was unswerving. Koldun of the
Sabbat enjoy invoking this power during ritae before feeding, reveling in the
mixture of adrenaline in the blood of a vessel stricken with terror.
System:
With a successful Perception + Koldunism roll (difficulty 5), a koldun invokes
mystical winds that plague a victim. The target is convinced that he hears voices
whispering ofhis most evil deeds ( Storytellers are encouraged to improvise
on the content the whispers a victim hears). When in the presence of the koldun,
targets lose two dots of Courage ( to a minimum of one). Each success the koldun's
player scores increases the duration of this power.
| 1 success | One scene |
| 2 successes | One night |
| 3 successes | One week |
| 4 successes | Two weeks |
| 5 successes | One month |
2 - BITING WINDS
The koldun creators of this
power attempted to invoke a wind as chill as the air atop the Carpathian Fagrash
Mountains. They noted the pain their victims endured as their bodies' temperatures
dropped until the very blood froze in their veins. A koldun invoking this power
had a much easier time of ridding his land of undesirables by plaguing them
with bone-chilling gusts.
Modern Sabbat koldun invoking this wind sometimes refer to its effect on victims
as the "meat locker." A koldun invoking Biting Winds causes a very
cold breeze to swirl around in an area ofhis choosing. As the wind increases
in speed, the wind chill factor drops the temperature until anyone within the
affected area find it too uncomfortable to remain.
System:
After the player spends a Willpower point and rolls Perception + Koldunism (difficulty
6), the character summons forth a freezing cold wind. When Biting Winds first
takes effect, a cool breeze blows in a 100-yard radius. Little by little, the
winds gust faster and much colder. This continues until the wind blasts a stabbing
chill difficult for anyone to tolerate. Those affected lose two dice from Dexterity
dice pools and are reduced to half movement. Anyone attempting to enter this
area must first spend a Willpower point and suffer a (soakable) level of bashing
damage from the extreme cold.
3 - WINDS OF LETHARGY
Although these winds do
not induce immediate sleep in a victim, prolonged exposure to this supernatural
gale causes extreme exhaustion and fatigued movement. Targets caught in Winds
of Lethargy smell a bittersweet smoke in the air. Individuals also claim that
the wind feels like many intangible hands persistently rubbing their muscles
to relaxation.
System:
The player rolls Perception + Koldunism (difficulty 7) and spends a point ofWillpower
. If the roll is successful, the koldun creates a wind that induces extreme
lethargy within a 200-foot radius, remaining for two turns per success he scores
on the invocation roll. People caught in this gust of air must make a Stamina
+ Survival roll (difficulty 8) or are reduced to halving all dice pools that
involve physical actions (actions such as breathing and blinking are innate
and, therefore unaffected, though the Storyteller should emphasize their laboriousness).
Additionally, this fatigue reduces the movement rate of its victims by half
for one full scene.
4 - TRAVELING THE WINDS
A koldun employing this
power moves at incredible speeds by riding along the winds. The voivodes of
nights past often appeared in each of their boyars' homes and to the villages
of their lands, instilling fear in the peasants and terrorizing them to fealty.
Koldun undertaking these outings could travel to most, if not all of their boyars
and villages in a single night's time. During the Dark Ages, peasants under
the rule of a koldun rarely rebelled against their master, fearing a personal
appearance and, as a result, his swift punishing wrath. A koldun's body becomes
almost ethereal while he moves along the wind, disappearing into a blurry outline
of his physical self and re-materializing in a similar fashion.
System:
A koldun journeys along the currents of the wind after the player spends a Willpower
point and successfully rolls Perception + Koldunism ( difficulty 8). With a
successful invocation of this power, a koldun's body blurs in a gust of wind,
moving through the air at 250 mph, though not directly affecting how fast the
wind blows. This effect must be invoked outdoors; though he can avoid all obstacles
outside, the koldun lacks the control to maneuver through a building of any
kind and risks slamming into walls, doors and people at this high speed. This
power lasts for one scene, after which the koldun re-materializes at his destination
from his blurry shape back to his normal physical self.
5 - BODY OF ZEPHYR
A koldun dissolving into
Body ofZephyr blends into the air, maneuvering through the smallest of cracks.
The koldun ' s body retains its basic shape, though it is too ephemeral and
transparent for onlookers to make out any physical details.
System:
It takes a full turn for a koldun to invoke this transformation, after a successful
Perception + Koldunism roll (difficulty 9) and the expenditure of a point of
Willpower. In Body of Zephyr, akoldun moves at double his movement, though he
cannot take any physical actions. Other powers of the Way ofWind may be used
in conjunction with Body of Zephyr by spending an additional Willpower point
at their activation; no other Discipline powers may be manipulated while in
this form. A koldun may remain in this transformed state indefinitely, though
he can return to his original form after one full turn of concentration.