Custom Blood Magic: Path

Some chronicles allow for their players to develop customized powers for their characters. The following is a compilation of player created custom content in OWBN. At this time, custom content that is created and/or used by vampire PC's is required to be listed.

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Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Steel

This Koldunic Sorcery way was developed by an adaptation and deep understanding of the Dur-An-Ki path known as Awakening the steel.  Legends surrounds that an ashipu of the assamnites and a Koldunic Sorcery decided to work together in trying to adapt various paths to one another’s paradigms.  The first, and only success to date based on this rumor is the Way of Steel.  This mastery way is a refinement of the Way of Earth which first must be mastered before a student could attempt to learn this way.  Using their spiritual connection to the earth and thus steel from which it comes, the Koldun channels that connection into a blade they own.  Only a marked blade chosen by the Koldun can be used for this Way.  The Koldun ritually soaks the weapon in their own blood while offer prayers to the spirit of the blade to attune it to them for a month.  After which time the Koldun and the Blade become one.  It should be obvious but only a blade made of steel made be used with this Koldunic Sorcery Way.  Koldun’s who have mastered this rare Mastery Way of Koldunic Sorcery are often referred by the Tzimisce as Blade Masters.  Something of an old culture of which is starting to grow within the clan. When active the Koldun’s eyes take on the color of steel and become metallic. In addition when activated the adorned blade chosen by the Blade Master grows thorns and clenches into their hand of the Koldun taking the blood from the Koldun directly when using this way to feed the spirit of the blade.  The blade itself will take on a Blood red color when this power is activated.

•Consult the Mysteries of Steel
Before a Koldun can attune their blade or truly understand the mysteries of any weapon they must first discover it’s spirit and what secrets it keeps.  By closing their eyes and pouring blood on the blade the Koldun can force the spirit of the weapon to reveal them any secrets it may hold.

System:  When grasping a sword the user may activate this power and through a static mental challenge against a difficulty of ten retested with Occult.  If they succeed they know any special properties or magical capabilities of the blade as well as know who the last owner of the sword was. This effect does NOT grant the true/birth name of the user.

••Eagle’s Grasp
The next lesson a Kodlun Blade Master learns is to never lose his blade.  No matter what foes they face their blades and themselves are now one.  By offering his blood to the blade the bond between the Koldun and the weapon grows more intense.  The thorn vines twist and grip tightly into the Koldun’s hand ensuring that disarming the Blade Master becomes night impossible.

System:  When this power is activated the user is considered to win all ties in challenges to be disarmed of their blade.  This power lasts for a scene or an hour.

•••Strike like Lightning
Armor offers great protection against a normal blade wielded by a foe.  Indeed many Vampires have found ways to craft mystical forms of armor themselves via from disciplines or other more mysterious means.  To a Blade Master who has mastered the Way of Steel these protections fall like paper before the Koldun’s might.  As the blade drinks the Koldun’s blood it gain strength to slash and pierce through these protections as if they were little more then wind.

System:  When activated for the next scene or hour, the user’s blade gains the Armor Piercing quality to it and may ignore Armor health levels for purposes of damage.

••••Blade Shield
The bond between the Blade Master and the koldun has grown to such lengths the Blade itself starts to take on a life of it’s own.  Such a blade forms almost a unique blood bond to the Koldun and even whispers its thoughts and desires to the, as the spirit awakens within the blade.  A result of this bond the blade will instinctively on its own move with the Koldun’s hand with lighting speed to block any incoming attacks the Koldun faces.

System:  When activated the user gains three health levels of armor for the next scene our hour representing an ability to use their blade to block incoming attacks.  Once these armor health levels are used up this power would need to be activated again. This power does not stack with itself.

•••••Valiant Strike
The final mastery of the Way of Steel, the bond between the Koldun and their blade has risen to the level of symbiosis. The Blade Master and the weapon become one.  No force can stand before the blade mastery as his blood flows into the blade like water through a river.  The potent blood of the cainite fully awakens the spirit within their bond weapon.  This spiritual strength causes the blade slash out against a foes very soul and essence rather then their physical body.  Such wounds are often felt but not seen.  Resulting in confused foes as their mystical forms of protection fall before the Blade Master offering no hope of salvation

System:  This power costs a Willpower trait to activate in additional to the normal blood trait cost.  Once activated Valiant Strike becomes the only attack you may make in a round of combat and must be done on normal action.  For this attack the user may ignore any form of damage resistance or negation the victim may have.  They must instead take the damage rather than negate or reduce it.  This attack ignores such powers as Fortitude. Similar to Awakening the Steel, the blade loses any supernatural properties it has for this strike. It is also advised that the strike be limited to 4 levels of lethal damage.

 

 
 

 

Date of Archival: 24-Jul-2017
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Stone

Prereq's: Level 5 Way of Earth. Cannot have more levels in Way of Stone then you have dots in geology. Must have rock, stone, or concrete around to use these powers. All uses of this Way cause a nimbus of pebbles to float around the users head.

 

•Lance of Stone

Spend a will. A rock fires from the Earth striking the target (mental vs Phys challenge)

 

•• Strength of Stone

The caster can turn some of his vitae to stone, increasing his strength and endurance. Spend a will to activate; for each blood spent the caster gains two phys traits that are strength or endurance traits. The traits function as normal traits until the sun rises, or the power is cancelled. The blood points can not be replaced until the power is deactivated.

 

•••Draw fourth the stony tendrils

Spend a will. Two 10' stoney tendrils sprout from the local rock. They will obey simple commands. Each tendril has physical traits equal to the casters social traits at the time of casting, and is immune to both fire and bashing damage. The Tendrils also posses potence and health levels equal to the casters level in Way of Stone.

 

••••Wall of Stone

Spend a will. The caster calls fourth a 5' * 5' *1' slab of granite. This slab will be firmly fixed to the ground, and nearly impossible to topple. The caster may increase the size of the wall (at the time of casting) by spending a mental trait for each 5' additional height or length. The wall is permanent unless destroyed. For purposes of being destroyed the wall have 5 health levels, plus 1 for every mental trait spent at the time of casting

 

•••••Call upon Earths Mighty Titan

This power calls fourth a golem from the local stone. It will appear roughly humanoid (specifics up to the summoner) It will follow to the best of its abilities the casters commands. It is immune to fire, sunlight, and bashing damage, as well as social and mental attacks. The titan starts 5' tall, has 5 phys traits, takes one less point of damage on all physical attacks, does two levels of leathal damage, and has 5 health levels. The titan will be 2' taller, have 5 additional physical traits, a level of potence, a level of fortitude, and one 'healthy' health level for each additional will spent at its summoning, up to 5. The titan will last one hour, or scene, unless killed.

Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Assamite Sorcery - Dur-An-Ki
XP Cost: 0XP
MET Mechanics:
Way of the Green Man
 
 Legends of the connection between man and nature are as old as they come.  Ancient Egyptians worshiped Osiris, literature of the British Isles references The Green Man or Green Knight in many of it’s tales, and various cultures around the world showed reverence to woods and forest.  This path emphasizes that bond.  All uses of this path require an additional blood expenditure if used indoors.  Casters of this path may expend a botany ability to regain one blood from their glade up to the number of times per night equal to their levels in this path.
 
 Basic
 
Bark Hide
 
Nature protects those who serve it.  This power grants the caster an immediate resiliency that can enable the sorcerer to shrug off all but the mightiest of damage.  When this level is enacted, a tough, woodsy bark covers the casters skin.
 
System: Spend a blood.  For the duration of the scene you gain additional health levels equal to your stamina related traits.  These additional traits may not exceed your rating in the path of The Green Man.  These health levels may not be healed as normal and the effect dissipates once all the granted health levels have been expended.  For the duration of it's use, they gain the negative social trait: Feral per health level earned.  You may only use this power once per scene.
 
 Force of Nature
 
“Power overwhelming.” -Protoss
 
System:  By spending a blood and willpower the caster may gain a stamina related re-test for the remainder of the scene.  They may also refresh their stamina related traits once per evening at no cost.
 
 Intermediate
 
Sanctuary
 
This level provides a welcome respid for any Ashipu who can obtain it. 
 
System:  Similar in function to the Protean power Earth Meld, an Ashipu who invokes this level of The Green Man is able to merge into the forest.  By spending three blood a sorcerer is consumed by the foliage and plants surrounding them, their essence diffused over a 10ft area.  In most cases they can not be disrupted from this resting place, however complete devastation of the area will cause them to be expelled from the woods.  For obvious reasons, this power will not work if there is no plant life in the area.
 
 Heart of the Woods
 
“My heart felt good, it was dripping pitch and made of wood.” – Modest Mouse
 
Nature resides deep within the wielder of this power, so much so that they are literally consumed by it.
 
System: This power requires no expenditure to activate, instead requires a willpower to suspend it’s use for a scene.  Once learned, the Ashipu’s heart becomes an intricate clockwork of wood and bark.  This makes the Ashipu immune to staking and grants them the additional mental trait “Calm”.  However, it is not with out it’s costs.  All fire damage suffered by the caster is doubled and all self-control checks to resist rötschreck from fire automatically lose on ties.
 
Advanced
 
Verdant Haven
 
The blood sorcerers of Clan Assamite have spent millennia mastering the gardening skills of vitae infused plants.  Their mystic ties to the vegetation known as kalif have given them unique insights on combining the vampiric condition and nature.  This power takes their talents to the pinnacle of horticulture.  An Ashipu sufficiently skilled in this art can create a fail safe for themselves in the event they are under extreme duress.  The costs are steep, but the end result is a second chance for a kindred who may be facing overwhelming odds.
 
System:  By cultivating a wooded shrine to their version of The Green Man, the invoker of this power bears the guardianship of the woods themselves.  This shrine requires maintenance and upkeep and if left for more than a month without attention it will wither and die.  By expending three permanent willpower, the caster immediately invokes Sanctuary.  Additionally, when this power is activated, the sorcerer may return to their grove at any point during the scene, however they arrive in torpor.  Activation of this power is reflexive.  It is possible that mystical means may determine where the Ashipu ends up, however mundane or other supernatural methods (tracking, scent, etc.) are ineffective to follow them.
Date of Archival: 25-Apr-2018
Assamite
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

As with all ways a willpower must be spent to activate any of these powers. the Tzimisce must also have a hand full of his home soil, and have lived in the location (making it a haven) for no less then a week.

 

•Tour of the House

Upon using this power the caster will become aware of the status of all entrances, exits, windows ect. (Status is in locked, open, closed, smashed, ect)

 

••Grand Feast of the Master

In addition to the required will power, a social trait is to be used for each person the caster wishes to include in the Feast. Must be cast in the Haven. All blood consumes is treated as if the Blood Feast ritae was used.

 

•••Glorious Decorations

In the old days, guests would marvel (or be terrified) at the way a Tzimisce haven was decorated. Often to distraction. Specifics vary from Tzimisce to Tzimisce, but will include eerie noises, odd shadows, objects moving about of their own volition, and so fourth. The end effect is unnerving and distraction. Visitors need to make a courage test vs the casters Path (of morality) rating. They are unaffected on a win, down two traits in all mental and social action on a tie, down four on a loss. This power does not work on those present when cast, or on people following the same path.

 

••••Lord of the Manor

This power allows the caster to mystically expel the victim from the Haven. The caster points at the target, and then must state their expulsion ('Be Gone!', or some such.) The caster then enters into a social test with the suject; if the target losses, he finds himself back at his point of entry to the haven, and must spend a will power to reenter. This effect lasts till sunrise.

 

•••••Masters Right

This power brings fourth the casters primal essence, causing him to exude an almost tangible aura of menace. for the next five rounds any being in the Haven wishing to take a direct action against the Tzimisce must win in a 5 trait courage test of find himself too fearful of the Tzimisce to act act for the remainder of the round.

Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of the Metropolis may only be used within major metropolitan areas (i.e., whereas Saint Louis, MO
would be applicable, Springfield, IL would not be).
Way of the Metropolis is retested with Streetwise.
Dot 1: Find the Way
By expending a blood trait, the caster instantaneously knows the fastest overland route to their
destination based upon their current mode of transportation. This requires the caster to know the
location they are trying to reach [they must succeed in a Streetwise test, difficulty no less than 6 (max of
18), depending on the location in question]. This power lasts for a scene (and will “update” their travel
route based upon incidents in their path), but each expenditure of a blood trait may only target one
destination.
Dot 2: Open the Path
By expending a blood trait, the caster may unlock any mundane, non-electronic door without a
challenge, by touch. If the caster wishes to unlock an electronic door, they must succeed in a static
mental test (the difficulty is based on the complexity of the lock, no less than 6 (max of 18)]. If the
caster wishes to unlock a supernaturally locked door, they must also expend a temporary willpower trait
& succeed in a mental test versus the static mental traits of the effect’s caster at the time of the lock’s
creation. The lock will remain unlocked for the scene.
Dot 3: Call the Needed
By expending a blood trait, the caster may serendipitously “discover” a “needed” item. A “needed” item
is defined as a mundane, reasonably non-specific, definitely non-plot specific item that is useful to
solving whatever conundrum the character is presently facing (i.e., a house or car key might be
acceptable, whereas a security keycard specific to the Chief of Police or the Lance of Longinus would
not). In order to “discover” the item, the caster must be somewhere where “discovery” is possible (i.e.,
searching the junk drawer of a desk or rifling through a janitorial closet). The object remains in
existence for the scene, afterwards it crumbles to dust.
Dot 4: Watch the Borders
By expending a blood trait, the caster may smear their blood upon an object & enchant it such that they
may see anything within its line of sight, as though they were the object, regardless of the distance
between them & the object. The object can be no larger than the character & the blood must be
smeared on the outside of the object as it is the blood itself that is providing “line of sight.” If the blood
is removed or destroyed, the power fails. If the object is moved or destroyed, the power fails. The
caster may use Auspex (though not Auspex combination powers) through the smeared blood normally.
The caster may also use Koldunic Sorcery through the smeared blood by expending a temporary
willpower trait per effect used. While actively using this power, the caster suffers the same negatives as
Hermetic Sight. The caster may have any number of objects affected with this power. Each smear of
blood remains in effect indefinitely, although the caster’s maximum blood pool is reduced by 1 per

Way of the Metropolis

object affected. If the smeared blood is destroyed while it is actively being used, the caster suffers 1
level of unsoakable aggravated damage.
Dot 5: Guard the Door
By expending a blood trait & a willpower trait per city block, the caster may begin the process of
warding a section of the city in their defense. For each city block affected, the caster must spend no less
than an hour of their night wandering the streets, getting to know the region intimately & spreading
their ward across the region (multiple blocks absolutely require multiple consecutive nights to complete
the ward). Once the ward is complete, all forms of scrying, tracking & information gathering
supernatural powers automatically fail to function on the caster (this includes effects such as: Scry &
Clairvoyance, Illuminate the Trail of Prey & Track Transgressor, Video Nefas & Aura Perception, etc.),
while they are within the ward, unless the user of the power first succeeds in a willpower test versus the
static mental traits of the caster (the caster receives a free retest in this test) at the time of the ward’s
creation. The caster may have any number of wards in place, though only one per metropolitan area.
Each ward remains active indefinitely, although the caster’s maximum willpower is reduced by 1 per
ward in effect. If a ward is destroyed, the caster permanently loses 1 willpower trait.

Date of Archival: 03-Jun-2019
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of the Storm

Unless otherwise noted, all powers last as long as they are concentrated on. All powers cost one will power to activate, unless otherwise stated. The casters hair will whip around, and a nimbus of blue light will be seen around his head while using this way. the affected area is a 200 foot radius per level of the Way, less at the casters discretion.

 

• Gust of Wind

By use of this power the caster calls fourth strong winds. Small fires will be put out. Large fires will be stoked into raging infernos. Kites will be flown like a pro. All nonmagical ranged attacks suffer a one trait penalty.

 

••Windstorm

By use of this power the caster calls up a mighty windstorm. All but the grandest of fires will be put out. Wet clothes will dry in seconds. Minor property damage will occur. All targets of ranged combat get a bonus retest. All physical actions are down one trait.

 

•••Rainstorm

By use of this power the caster summons a mighty rain storm. 1" of rain will fall an hour (6" of snow if its cold enough.) All ranged combat suffers a two trait penalty, and is limited to 30 feet or less, as is line of sight. Effects such as flooding or roof collapses are at st discretion.

 

••••Hail Storm

The caster calls down a biblically vicious hail storm. Its the kind of think that bankrupts insurance companies. 2" hail stones fall as long as the caster concentrates on the power. There will be a great deal of cosmetic and minor damage done. people in the area of effects suffer 2 bashing per round, but also gain defensive ties on any ranged attack against them. Line of sight is again limited to 30 feet.

 

•••••Natures Wrathful Avatar

By expending an additional will power, the caster summons one of Natures most destructive forces; a tornado. It takes two rounds of concentration for the funnel to form, durring which time the skys turn green. All other storm effects are cancelled. On the third round the funnel will drop and can be directed by the caster for the next five rounds, at which point it will dissipate. All but the sturdiest buildings will be destroyed by this, as will any vehicle hit. the funnel moves 20' per round, and has a 20' base. To hit a person the caster must win a mental vs physical test against them. The funnel will cause five bashing per round to anyone trapped in it. To escape the victim must win a static vs 13 traits, or wait it out.

 
Date of Archival: 31-Jan-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

This particular Koldunic Way of Sorcery was created by Violet Tremain after becoming a devout follower of the Path of the Hive.  It’s devotion to Insects is obvious, as Violet achieved her enlightened state through the wisdom of the Cathedral of Flesh and her study of Insects.  This Way of magic reflects her mastery of the Hive Mind mentality, and is her crown as the Queen of the Swarm.  While using this power, the Koldun’s eyes take on an almost insect like quality to them.

•Command the Swarm
The first step in mastering the swarm is to learn how to speak to it.  From their one can learn to understand the mentality and speech of the Hive Mind.

System:  As per Feral Whispers but works on Insects.

••Lord of the Flies
After mastering the ability to speak to and command Insects, one masters the ability to summon hordes of them very quickly if need be.  If one is to be the master of the Hive, she needs to be able to call forth the rest of the host to her at any time.

System:  As per the Beckoning but for insects.

•••Devoured by the Swarm
At this level of mastery, the Hive Queen can cause her insect hordes to adapt to her hive mind.  She can cause them enter into a rage like state of hunger, commanding them devour all that lies in their path.

System:  The caster creates an area effect swarm of insects.  This area is roughly ten feet.  Any who enter the ten foot radius do not suffer damage themselves, but rather their items suffer.  Each turn they remain in the area of effect causes one level of damage to all items on the person as the insects begin to devour them.  Items with Bonus traits or Health Levels can suffer a number of damage equal to those traits before being destroyed.  Items without any bonus traits or stats usually last only one round. 

••••Consumption
Now that the Hive Queen has mastered her arts to this level of expertise and continued on her evolution to becoming one with the Hive; she may command her insect horde to attack those who cause her wrath.
System:  The caster engages the target in a Social versus Physical Challenge.  If she succeeds, the Koldun may than spend any number of Social Traits up to a maximum of 5.  For each trait spent, the target loses 1 blood trait and the koldun gains that blood trait.

•••••The Eighth Plague
The final mastery and mark of the true queen.  The Koldun may now command her insect swarm to her, and in turn becomes one with it.  Her body dissolves into the swarm becoming one with the Hive.

System:  The caster spends two blood in addition to the normal cost.  After one full turn, the insect horde is summoned to the queen.  On the beginning of the next turn, the Queen dissolves her body into the horde of insects becoming one with it.  She is now part of the swarm and act as such.  Understandably this makes the Koldun incredibly hard to destroy.  Through the Hive Mind the Koldun can command the swarm as she desires.  Including its movements.  To destroy the Swarm, you must destroy every last insect.  As one can imagine, this is a hard

Date of Archival: 11-Apr-2019
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of the Witch

•Confer With Daemons
System: The Koldun spends one willpower in addition to the normal blood cost. For the next scene or hour the Koldun may speak, understand, and communicate with spirits. This does not grant the ability to see or interact with spirits physically, but does grant the ability to communicate with them.

••Subjugate Daemons
System: The Koldun spends one willpower (in addition to the normal blood cost) and engages the target spirit in a contested willpower challenge. If successful the Koldun may issues one command to the spirit it must follow. This command, cannot be counter to the nature of the spirit or something that would cause it harm or be self-destructive. If the Koldun wishes to force the spirit to act counter to it’s nature; they must spend an additional Willpower trait and engage in a second contested willpower challenge against the spirit. If successful the Koldun may now give the spirit a command counter its nature. Lastly if the Koldun wishes to command the spirit to do something that would bring it harm or destruction they must engage in a third willpower challenge against the spirit after spending another point of willpower. If successful the spirit will now perform nearly any act for the Koldun. This command only lasts until it has been carried out or for one full day. Whichever happens first.

•••Chart the Daemon
System: The Koldun engages the target spirit in a contested Willpower challenge with the spirit. If successful the Koldun now knows the spirits Rage, Gnosis, Willpower, Essence, and Charms it possesses.

••••Dance of the Daemons
System: The Koldun spends 1 willpower in addition to the normal blood cost for using Koldunic Sorcery. For the next scene or an hour the Koldun may see into the Umbra automatically if their current willpower rating is higher than the gauntlet. If their current willpower is not higher then the current rating of the gauntlet, the Koldun may engage in a static willpower challenge versus the current Gaunlet rating to be able to see into the spirit world.

•••••Rend the Velvet Shadow
System: The Koldun spends one willpower point, in addition to the normal blood cost. Once cast the Koldun engages in a static willpower challenge against a difficult equal to the gauntlet in
the area. If they succeed they are able to fully enter into the Umbra. If the Koldun wishes to return, they must spend another willpower and blood trait and perform another static willpower challenge versus the difficulty of the gauntlet to step back into the skin lands.

Date of Archival: 27-Oct-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of the Wolf

•Mark of the Wolf
System: The Koldun spends 1 blood and 1 temporary Social Trait to activate this power. Once activated, the Koldun gains one single retest to all Animal Ken related challenges. This retest lasts a scene or an hour, and it may not be stacked for multiple retests.

••Scent of the Predator
System: Spend 1 blood to activate this power. For the next scene or an hour the Koldun gains a number of Social Bonus traits equal to their current level of their Animal Ken ability. If during that time they use their Animal Ken ability for expenditures; so to do does a reduction in their bonus traits occur.

•••Light of the Full Moon
System: In addition to the normal cost spend 1 to 5 temporary mental traits when looking at the moon. Once this has been done the Koldun’s player engages in an equal corresponding number of simple challenges. Each success will restore one point of temporary willpower to the Koldun. These willpower traits do not go over the maximum allowed by the Koldun’s generation. This power may only be used once per night.

••••The Curse
System: Spend 1 willpower in addition to the normal cost to activate blood magic. After which engage your target in a physical challenge to bite your target; retested with brawl. If you succeed, immediately engage your target in a contested willpower challenge. If this challenge is successful the target is transformed into a wolf for the next scene or an hour. They gain all the benefits and drawbacks of all the mechanics used for the protean power Shape of the Beast.

•••••Vlko-dlak
System: The Koldun spends 3 blood to undergo this transformation. This war form is a horror abomination of nine foot tall wolf and man hybrid. While there are similarities to a Werewolves Crinos, it is distinctly different. In some ways it is similar to the Crinos form of a Black Spiral Dancer. The Wolf like war form has many bat like features in it though they are clearly some sort of werewolf looking abomination. However, Non-Wyrm Fallen Garou would ever look upon this form and consider it natural or Garou. While in this state the Koldun gains the following Physical Traits: Brawny, Deadly, Brutal, Ferocious, Resilient, Stalwart, Tough, Deadly. In addition to this, all Brawl damage is now aggravated if it was not before, and all such attacks inflict an additional level of damage. However, while the Koldun is in this form they may take no other forms or use any other shape changing powers. This form lasts for one scene or an hour.

Date of Archival: 27-Oct-2015
Tzimisce
Custom Content Category: Blood Magic: Path
Blood Magic Category: Koldunic Sorcery
XP Cost: 0XP
MET Mechanics:

Way of Time

 

 

Koldoun’s have learned to bend the force of time itself. With Way of time the koldoun can speed up time within his personal area, momentarily gaze through the fabric of time and even slightly modify the course of events. This power hinged from courageous Koldun’s who braved the the wrath of time elementals to learn their gifts. The Koldoun’s eyes appear clear orbs with sand running into them like sand running into the bottom half of an hour glass.

*True Brujah will be able to sense this power in use.

** You cannot invoke Incarne of the hourglass inside Incarne of the hour glass doing so will cause the caster to immediately turn to Ash

 

1 - Rewind - Through great effort and meditation. A Koldoun has learned to rewind the life of a physical object Turning back the clock on an object up to 100 years.

System:  With the expenditure of a blood the Koldoun can turn back the age of an Item up to 100 yards for the scene or an hour. This object can be no bigger than a football.

 

 2 - Shift the Sands - With the Time Elemental teachings the Koldoun has grown strong in the ways of time manipulation. can now cause time to pass faster for himself, Allowing even the most time consuming tasks to be done in the blink of an eye. They can read a book, paint a mural, or even cast a time consuming ritual in moments. To the on looker they see a blur of motion, it’s clear the Koldun is doing something but it is not always clear what.

System: By expending a blood and whatever Abilities, blood, Traits are required for the task. A Koldoun can reduce the time it would take to execute a solitary non-combat task. If crafting an item could take a day, they could have it done in an hour, rituals are cut down to 1/6th their casting time. Reading a book happens in minutes instead of hours. Hacking a computer takes only seconds. (The allotted time is at STs Discretion). This power can not be used in combat.

 

3 - Turn Back the Clock - The Koldoun can now pull back the curtain of time and see into the forgotten past.  With a moment of focus the history of a place is revealed to the caster and they may watch as though they were there. All the sights, sounds and even smells come to the casters senses. Though while the caster views the past they are completely immersed and oblivious to outside influence

System: By expending a blood, you are able to view events at the location of the casting, up to five years prior. A specific time and date must be chosen. Up to a ten-minute time span can be watched, and during this full sensory enchantment, you will be unaware of your physical surroundings. This power may only affect one room.

 

4 - Shield of Kronos -   The casters mastery over time has increased to the point they can they can bend it to their whim learning to shield themselves with the essence of time itself. When activated the Koldoun is enveloped in a faintly glimmering bubble that appears slightly murky. The field dampens or renders inert the energy of physical based attacks as they pass within the shield.

System: A kinetic field envelops the caster, once cast the koldoun may negate all damage from a ranged attack (ie gun, bow, thrown weapon) by expending a mental trait. Melee attack(ie punch, melee weapon etc) can be reduced by one level also at the expenditure of a mental trait per attack against the caster.

 

5 – Incarne of the Hourglass -The Koldoun has truly mastered time itself. Their power of time is absolute and speed their personal time field to a point where they may accomplish twice the number of tasks in the same time it would normally take one.

System: This degree of control over time permits the Koldoun accelerate his personal time field to complete two different tasks and perform them both with equal skill. By spending a willpower, the caster may now take an extra action during her turn so long as that action is a Koldonic spell or combo involving Koldounism. These actions take place in rapid succession. There are no other benefits to this power; all actions still require any expenditures, challenges or penalties they would have if performed separately, and no more blood may be spent per turn than is allowed by the Koldoun’s generation. The power lasts for one scene or 10 minutes. Whenever the user of this power is successfully attacked. They must make two simple challenges. On two losses the power crumbles and they must activate this level again as they loose concentration.

Date of Archival: 05-Jan-2019
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