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 Koldun

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Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Koldun   Koldun EmptyMer 22 Nov - 20:13

Koldunism

In the Past, when Koldunism was practiced widely by the Tzimisce, the paths of water, earth and air were associated with a regional setting. The way of Spirit and Fire were universal. The art of Koldunism was though lost after the Tremere-Tzimisce war.

Practitioners of Koldunism are referred to as Koldunes. A Tzimisce may take Koldunism as an in-clan Discipline in place of (not in addition to) standard Thaumaturgy. Thus, Tzimisce still only have three in-clan Disciplines, though they may select either Vicissitude, Koldunism or Thaumaturgy as the third. However, because Koldunism is their native form, Koldunes do not suffer the one-Trait penalty against other forms of magick since no special attunement is required.

Many of these spells require an Extended Challenge against your target. With Storyteller permission, you may choose to spend an appropriate Attribute or Blood Trait instead, with each Trait spent counting as one success. However, you must still win the first Challenge.
Koldunic Paths

Each Koldune has an affinity with a particular element; Earth, Water, Fire, Air, Spirit. This path is considered the Koldune's primary area of study, and may not be learned higher than the character's permanent Willpower rating. All other Koldunic paths are considered secondary, and may not be higher than the individual's primary path.

In addition, each Koldunic path allows a character to learn one standard Thaumaturgy path associated with that element.

Koldunic Path / Thaumaturgy Path
Earth / Elemental Mastery [Earth only]
Air / Weather Control
Water / Neptune's Might
Fire / Lure of Flames
Spirit / Spirit Thaumaturgy

The Thaumaturgy path for your primary element may be learned in-clan and may not be learned higher than your primary Koldunic Path. All other Thaumaturgy Paths are considered out-of-clan and follow the normal rules.

New Ability: Koldunism
This represents your skill in Koldunic sorcery and may be used for all retests on any Koldunic path, or the associated Thaumaturgy paths gained along the way.
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Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Koldun   Koldun EmptyMer 22 Nov - 20:23

Way to Power, Koldunic Sorcery

The Way of Earth
When in use, the caster's eyes turn walnut brown and the skin ripples with patches of stone.

Any of these spells that target another individual require a Mental Challenge, and the target may defend using either Mental or Physical Traits.

Basic
Soil Silhouette
You may commands the dirt to crawl up around the legs of an individual, immobilizing him/her. If your Challenge is successful, you may spend a Blood Trait to trap your victim as long as you maintains concentration. In addition, by spending a temporary Willpower Trait, you may turn this into an Extended Challenge, with each success holding your victim for an additional turn. These costs can be combined, allowing you to hold a target as long as you concentrate, then for some additional number of turns afterwards The target is still free to speak or move his arms during this time, as his is only waist deep in the earth. This spell has no effect if the target is not standing on some sort of dirt, rock, gravel or other natural surface.

Unearthly Stamina
This spell allows you to call upon the strength of the earth to resist damage. Each Blood Trait spent by the caster (using the normal rules) provides two Physical [Stamina] Traits, rather than the normal one. However, because this is a spell, you must take an action to spend Blood in this fashion, rather than being able to do it reflexively.

Intermediate
Soil of Death

This is a more potent form of the first Basic power, allowing you to drag your opponent below ground. Except as noted here, all other rules for that spell still apply. Mortals trapped in this fashion take one Lethal wound per turn, while Ghouls, sorcerers and other supernatural beings suffer only Bashing damage. Even after the spell ends, a buried target must still undertake a Static Physical Test against your current Willpower rating each turn in an attempt to claw their way to the surface. Each failure results in one additional wound.
As a side effect, you spend a Blood Trait to use this power on yourself, duplicating the effects of the Intermediate Protean skill: Earth Meld. However, this does not count as "native earth" for purposes of the Tzimisce clan disadvantage.

Root of Vitality
You are able to use the rich soil of the earth to heal yourself or some other willing individual. You must spend a Willpower Trait to use this power. It allows you to use your own Blood to heal another character, either vampire or mortal, at a rate of one Blood Trait healing one Health Level per turn.
In addition, you may heal one Aggravated wound without requiring a night's rest -- this takes a minute and costs you two Blood Traits, plus one more that must be spent by the recipient. When used on yourself, this is even more potent, as there is no limits to the number of Aggravated wounds you may heal. Each requires you to spend the normal three Blood Traits, but takes only a minute to heal.

Advanced
Vlad’s Restless Soul

As your power over the earth reaches its peak, you are able to shake the very ground. This spell costs one temporary Willpower Trait and unleashes an earthquake in a fifty foot radius. The epicenter must be within line of sight. For each success on an Extended Static Mental Test (difficulty 10), you may double the area of effect. This supernatural tremor is not strong enough to cause building to crumble and fall, but some may suffer substantial structural damage.
Anyone caught in this region automatically suffers one Health Level of Bashing damage and is knocked to the ground for one turn. In addition, all characters in the area must undertake an Extended Static Physical Test, with a difficulty equal to your current Willpower rating. Each consecutive failure on their part causes them to suffer one Lethal wound.
Narrators may want to take into account the geography where this effect is used. If a region is prone to earthquakes already, the effects may be much more than the caster ever intended.

The Way of Wind
Any Koldune who studies this path may spend a Willpower Trait at any time to summon up a light wind in his immediate vicinity. This will have no significant effect, though it may be used to counter any other spells along this path (or related effects), This requires a Mental Challenge against the other caster, with both sides adding in their level in this Path. You may also use this counter against sorcerers or other related weather effects, with your opponent using whatever Praxes level other rating is appropriate. Whenever one of these powers is used, the Koldune's eyes turn sky blue and gusts of wind blow about him.

Basic
Winds of Guilt

This spell causes a dark wind to blow around your target, whispering the horrors of what would happen if he betrayed you. This requires a Mental or Social Challenge, and your target may defend using either Trait category. If you win, your target is at a one-Trait penalty on any attacks against you for rest of the night. This effect is cumulative, though you may not affect a given character more than once per scene. You may not affect vampires of lower Generation than yourself, unless the individual is Blood Bound to you.

Biting Winds
You may cause a chilling wind to swirl around the area of his choosing. As the wind increases in speed, the wind chill factor drops the temperature until any in the area find it too uncomfortable to remain. This effect requires you to spend a temporary Willpower Trait to affect a fifty foot radius. Each additional Blood Trait you spend doubles this area. This effect lasts for one scene (up to one hour), though the caster may cancel the spell earlier.
Anyone within the region suffers a two-Trait Penalty on all feats and all movement rates are cut in half. The caster -- or anyone with the Merit: Concentration -- only suffers a one-Trait Penalty. In addition, any character may ignore these effects for a single turn by spending a temporary Willpower Trait.
Little by little, the wind will get faster and colder. The wind will reach its maximum effect after 10 minutes, Anyone attempting to enter or remain standing in this area must spend a Willpower Trait Trait. Even then, all characters within the radius suffer one level of Bashing damage.

Intermediate
Winds of Lethargy

You are able to evoke a wind that smells like a bittersweet smoke. It costs one Willpower Trait to fill a fifty foot radius, with each Blood Trait spent doubling this area. All movement in the area is reduced by half. In addition, you may undertake a Mental Challenge that affects everyone in the region who has Celerity. You only bid a single Trait, and your opponents must defend using Physical Traits. These Challenges are resolved in parallel and no retests are allowed. Anyone who fails loses the first of their Celerity actions and cannot preempt. An individual may spend a temporary Willpower Trait (instead of the normal Blood Trait) to ignore this effect for a single turn. Other than that, the only way to avoid the effect is to leave the area. This lethargy lasts for the remainder of the current scene, though the caster may dismiss it earlier.

Traveling the Winds
You are able to summon winds which lift you up and carry you along at great speeds. Your initial speed is equivalent to a fast run (30 mph). If you are outdoors, you may double this rate of travel for each Blood Trait you spend, up to a maximum of 250 miles an hour. You may not initiate any physical attacks while carried by these winds, and your travel may last up to an hour for each Willpower Trait you spend. This spell may be used to call Fair Escape.

Advanced
Body of Zephyr

This spell turns your body into a gust of wind, allowing you to travel at great speed (equivalent to the previous spell). During this time, you are intangible, appearing as a ghostly silhouette of your normal form. Anyone more than a hundered feet away will be unable to see you unless using some form of Heightened Senses. Physical attacks will pass harmlessly through you, though supernatural mental and social affects may target you normally. You may also use any other spells along this Path or the Way of Spirit, as well as any known Basic Disciplines within Auspex and Obfuscate, though each such power costs an additional Willpower Trait to activate. No other Disciplines or Koldunic (or Thaumaturgy) Paths may be used while in this form. You may remain in this state indefinitely, and you can return to your original form by spending one turn of concentration.This spell costs one temporary Willpower Trait to cast and may be used to call Fair Escape.

The Way of Water
Any of these spells causes the Koldune's eyes glow a bright aqua marine. If you wish, you may substitute temporary Willpower Traits in place of any Blood requirements for any spells on this Path

Basic
Pools of Illusion

This simple spell allows you to create a realistic illusion, perceivable by all senses except touch. Your apparition must appear (and remain) upon the surface of some body of water -- even a pond or large bowl is sufficient. This spell costs one Blood Trait to cast and the effects last as long as you concentrate. During this time, you may cause the illusion to react to its surrounding, as long as you are aware of what is happening to it. While this phantasm can make threatening motions, it is completely unable to cause any damage.

Water Walk
This simple spell allows you to walk on the surface of water, spending only one Blood Trait per scene (hour). If you move onto dry land, you will need to cast this spell again, paying another Blood Trait before journeying back onto the water. As a side effect, once you learn this spell you may use it to render yourself immune to any other effects along this Path.

Intermediate
Watery Solace

You are able to sink into the water, escaping the sun's as long as you remain beneath the surface. You can take only your clothes and a few small personal possessing when casting this spell. A Tzimisce Koldune may also spend a Blood Trait to keep hold of his required "two handfuls of native earth" while entombed in the water. You may only use this spell on a body of water that is large enough to hold your normal body mass, and the water itself cannot be moving more than a few feet per minute.
While entombed, the water itself becomes unnaturally dark and stagnant. You can not move while in this form and are barely aware of anything that transpires. However, you may use any known Disciplines of Auspex or Koldunic Spirit to keep track of what is happening on the surface. By spending a Blood Trait, you may also render yourself partially transparent if you wish, forcing other characters to pass a Static Mental Test before noticing you.
If the water is disrupted -- including if anyone enters it where you are -- you immediately become solid, returning to the surface with a big splash. This is equivalent to what happens when using the Intermediate Protean skill: Earth Meld and your resting place is disturbed.
This effect costs one Willpower to use, plus an additional Blood Trait for each full day (after the first) you remain in the water.

Doom Tides
This spell allows you to summon a whirlpool in any sufficiently large body of water. Fiends often use it to drown late night swimmers. You must spend a temporary Willpower Trait to evoke this effect in a twenty foot radius, doubling this area for each Blood Trait you spend. Of course, the whirlpool may never be larger than the body of water itself.
Anyone caught in this area must pass a Static Physical Test each turn (against your current Willpower rating) -- Potence and Celerity do apply. Each failure causes a single Bashing wound. Mortals (not Ghouls or sorcerers) who do not possess the Swimming Ability will panic, turning this into Lethal damage. The effect last as long as you maintain concentration, up to a maximum of one scene (one hour). If a character caught in this whirlpool wishes to escape, he must make a series of Physical Challenges against your Mental Traits. Once the individual gains three successes total, he is able to get outside the area of effect.

Advanced
Watery Minions

You are able to summon servants -- equivalent in power to lesser water elementals -- that obey your commands. You must spend a temporary WIllpower Trait to cast this spell, then undertake an Extended Static Mental Test. Each success allows you to spend one Blood Trait to summon another elemental. However, you may make one such series of attempts during any given scene. Of course, you must be near a sufficiently large body of water, about ten gallons for each elemental you summon.
These creatures have as many Physical and Social {Intimidating} Traits as you have permanent Willpower, and are immune to Mental or Social Challenges. Anyone attacked by an Elemental suffers damage equivalent to the Intermediate spell: Doom Tides. However, the Elemental must initiate the Physical Challenge to grab a victim in the first place. These creations each have five Health Levels, suffer no wound penalties and survive for one scene or until destroyed -- unless you banish them earlier.


Dernière édition par le Mer 22 Nov - 20:25, édité 1 fois
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

Koldun Empty
MessageSujet: Re: Koldun   Koldun EmptyMer 22 Nov - 20:24

The Way of Fire
When using any effects along this Path, the Koldune's eyes glow a feverish orange. Any vampire targeted by any of these spells must immediately make a Rotschrek test. Even witnessing these effects requires this check, though an individual may spend a temporary Courage or Self-Control Virtue Trait to control the fear. The caster is never required to make this test when confronted by her own effects, nor are any other Koldune of at least the same rank in this path.

Basic
Shatter

This spell is as simple as it is direct. By spending a Willpower Trait, you may destroy any small inanimate object. Flammable items are set alight and other simply shatter. If your target is larger than can be held comfortably in one hand, you must enter into an Extended Static Mental or Physical Test, with each success inflicting one Health Level of damage against the object. However, you can not target living (or undead) things, including vampires.

Heat Wave
This allows you to fire a blast of super heated from your hands. You must spend a temporary Willpower Trait and engage your opponent in an Extended Mental Challenge versus your target's Physical Traits. Each success inflicts one Lethal Wound. However, you may not cause more damage during one turn than your current Willpower rating.

Intermediate
Rouse the Molten Rock

You are able to cause magma to bubble up from the ground, though only about enough to fill a bathtub. You may control where this lava flows as long as you maintain concentration, though it may only move a couple feet each turn. Anyone coming into contact with this magma will suffer 3 Aggravated wounds, minus one for each success on a Hard Static Physical Test. Of course, a character who can move faster than a snail can easily just side-step the lava, preventing any damage. This magma will harden in a few minutes, remaining fluid a maximum number of turns equal to your current Willpower rating. Once it hardens, it may easily be broken away from whatever it covers.
Another Koldune who knows this spell may attempt to take control away from you by defeating you in a Mental Challenge. At any given time, use the Willpower rating of the current controller for purposes of hardening. However, you must always count the total number of rounds the lava has been present, not just the time since you gained control.

Gates of Magma
This is an improved version of the previous effect. Essentially, it allows you to summon sufficient magma to create a ring around you in a ten foot radius. Because of the intense heat, anyone approaching within a few feet of this barrier suffers one Lethal wound and must make an additional Courage Virtue Test (difficulty equal to your current Willpower rating). A character may attempt to enter (or leave) this ring by spending a temporary Willpower Trait. However, even then the individual suffers damage as per the previous spell.
The caster is immune to this wall while inside its radius, and may enter or leave at any time. This effect lasts for one scene (up to an hour) as long as the caster remains within. Once the caster leaves, the magma begins to harden as described above. The caster (or another Koldune) may 'reclaim' this circle by spending another temporary Willpower Trait to reenter it -- this resets the count.

Advanced
Volcanic Blast

You are able to cause lava explode out of the ground, shooting up in a huge stream and spreading in every direction. This duplicates the effects possible using the Intermediate spell: Rouse the Molten Rock, except that you may create multiple 'magma bombs', causing them to land anywhere up to fifty feet away. Because of the nature of the effect, you may not send more than one of these 'lava bombs' against a single target during any given scene. This spell costs one Willpower Trait to cast, and you may launch one 'lava bomb' per turn, as an action, at a cost of one Blood Trait each. You may not skip a turn, and if you stop spending Blood the effect fades and must be cast again if you wish to launch more.

The Way of Spirit
The way of Spirit lets the Koldune become one with the land and the spirits of the elements. It will let the Koldune know much of what goes on within his lands.
The Koldunes eyes become empty sockets.

Basic
Clear Sight

By passing a Simple Test, you may become aware of any Illusions or Obfuscate effects in your immediate vicinity. In addition, by spending a temporary Willpower Trait, you may attempt to see through the effect. This requires a Static Mental Test against the creator of the illusion, and you may add your levels in this path or Auspex (whichever is higher) for purposes of calculating bonus Traits (see pg. 137 in Laws of the Night).

Whispers in the Chamber
This spell allows you to detect the presence (not location) of any intruders and hostile spirits in your immediate vicinity, up to ten feet away for each current Willpower Trait you have. While this does not let you see into the Penumbra or Shadowlands, you can register the existence of banes spectres or other hostile forces within those realms. You may even detect hidden or Obfuscated beings, using the rules described for the previous effect.
Any of these perceptions requires an Extended Static Mental Test, with each success revealing one general detail of the danger, such as its approximate location, how severe the threat is or whether it is directed at you personally. Other information may be available at a Narrator's discretion. As an added benefit, you may never be surprised while this effect is active.
You must spend a temporary Willpower Trait before you may gain any of these benefits and the effects last for the remainder of the current scene.

Intermediate
Eavesdropping

This spell extends your awareness into the surrounding area. You may select any spot within line of sight, making that your new point of focus for your perceptions. You may see and here anything going on, as if you were standing in that location. You may also use any earlier spells in this path or any known Auspex Disciplines from that epicenter.
This effect costs one temporary Willpower Trait to activate and lasts up to one scene (one hour) or until you return your focus to your body. You may also shift your point of focus as often as you like during this time, though each refocus costs you an additional Mental Trait.
While your presence can be detected by anyone capable of seeing into the Astral Plane, your spirit never actually leaves your body -- you are simply changing your point of focus. Thus, you are not vulnerable to attacks which can capture a spirit or astral projection. On the other hand, you do retain a general sense of what is happening to (not around) your body, and may return to it immediately at any time.
For the record, you cannot use this effect to enter or view areas that have been protected against magical surveillance, nor locations protected by a Kindred Ward.

Attunement
This spell allows you to gather impressions about your immediate surroundings. Each success on a Static Mental Test provides one piece of general information about the region: the presence (but not location) of other supernatural beings, rough population of the region, any large-scale magical disturbances, current social dynamics, etc. While hard details (names, dates, numbers) are beyond your awareness, a wide range of general information is available.
In addition, you may spend a temporary Willpower Trait to shift your focus anywhere within a mile of your current location. This effect is equivalent to the previous spell: Eavesdropping, except that you no longer need to spend a Mental Trait to refocus on a different location. You may continue this effect as long as you wish, though you may not view into (or from) geographic locales where it is daylight.

Advanced
Lord of the Domain

This power further extends the range of the earlier spells: Attunement and Eavesdropping. You may now shift your point of focus at will, moving anywhere within the local region (about a ten mile radius) for as long as you wish. In addition, when moving within line of sight of your body, you no longer need to spend a Willpower Trait to activate this spell.
Finally, by spending a Blood Trait, you may whisper a short message (no more than a minute in length), which originates from your point of focus. This may not be used to engage in any sort of challenge -- it is purely for communication purposes.
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http://www.votremedia.com/darkages
Adam Reha (Storyteller)
Storyteller
Adam Reha (Storyteller)


Nombre de messages : 3601
Age : 42
Date d'inscription : 01/07/2006

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MessageSujet: Re: Koldun   Koldun EmptyMer 22 Nov - 20:28

Rituals

Way of Earth
Blood of Earth (Intermediate Ritual)

Two versions of this rite exist, both with the same effect. While they must be learned separately, you only have to pay the experience cost once.
The first and ancient version requires your to remove one of your ribs, inflicting three Lethal wounds upon yourself. The inscribe spiritual symbols upon it and the rib is returned to its original position, though the damage remains until healed. This grants the recipient three bonus Attribute Traits, in any combination of categories. For example, you can gain two Social and one Mental Trait if you wish.
The second and newer version requires that you to drain up to three Points of your own Blood into fresh dirt, then ingest the resulting mud. The soil is mystically joined with your body and the blood is lost. This provides one bonus Trait for each Blood Point spent.
In either case, these Traits last for the remainder of the night or until used. However, they are considered personal Traits during that duration. This means that that cannot exceed your Generation maximums, but may be refreshed along with any others in the appropriate category. Some Koldunes claim to know an Advanced version of this ritual that works on other willing characters. Consult your Storyteller for more information.

Way of Wind
Whispered Wind (Basic Ritual)

This ritual was once used as for messages and formal announcements among the Tzimisce. There are two applications, with the specific effect chosen when the rite is performed.
First, you may establish a communications link with any one other individual you know well. Both parties may speak as if using a telephone, though the whispers are faint enough that only those involved will overhear them. This application costs one Blood Trait for every ten minutes of conversation.
Alternately, you may announce your presence to all other members of your clan in the city. This effect costs one temporary Willpower Trait and is equivalent to the Basic Thaumaturgy ritual: Rite of Introduction. For those unfamiliar with this effect, you may speak with any or all members of your clan, at a cost of one Mental or Social Trait for every five minutes spent in conversation. Each recipient may also spend an appropriate Trait to make a reply. These replies are only heard by you and the person speaking.

Way of Water
Reawakening The Dead Water (basic ritual)

This ritual reestablishes a connection to the ancient ancestors of your clan. You must spend one Blood Point when performing this rite, which is dripped slowly into a lake or other large body of water. You may then drink this water to regain a single temporary point of Willpower (up to your maximum). This ritual may only be performed once a night.
Some Koldunes speak of an Intermediate version that allows the caster's Blood to replenish another person's Willpower. Should such a version exist (check with your Storyteller), the recipient would feel an increased affection toward the caster -- equivalent to a one-step Blood Bond or simple Vinculum rating -- for the remainder of the evening. However, this is as far as it goes. You may not use this ritual to actually Blood Bond someone to you, even partially.

Way of Fire
Taming the Flame (Basic)

This simple rite allows you to control your fear of flames. For the remainder of the game session, you gain a free retest on all other Rotschrek tests you are required to make.

Way of Spirit
Past Impressions (Basic Ritual)

This ritual duplicates the effects of the Intermediate Auspex Discipline: Spirit's Touch.

Wrath of the Spirit (Advanced Ritual)

This rite must be performed before using the Advanced Auspex Discipline: Astral Projection. For the remainder of that journey, you may use any other known Koldunic spells normally, causing them to originate from your projected consciousness. However, each such spell costs an additional Willpower Trait when cast in this fashion.
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