| | Lost Koldunic Ways | |
| | Author | Message |
---|
valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Lost Koldunic Ways Mon Jul 09, 2012 11:20 pm | |
| This is me trying to create the Way of Blood implied on some Tzimisce character sheets (notably, Velya and Dracula). My designer intentions were that it resembled somewhat the Path of Blood, that it had something to do with the blood-related Sanguinus powers from the Blood Brothers, that it had Blood Bonds as a core theme, and that it could offer a means of possibly creating Revenants (or at least Damphirs). A lot, I know… So, I wanted some friendly input before going to the WW forum. I need some suggestions. I’m quite happy with level 1 (a bastardization of a Tzimisce ability available to those of Path8+, according to the Revised Clanbook p.42). Level 2 (based on Sanguinus 1) might need some tweaking, mechanically and conceptually. I’m satisfied conceptually with level 3 (based on some cool visuals from the Countess Carmilla, who also practiced a mean Way of Spirit, in Vampire Hunter D Bloodlust), but perhaps the mechanics need some tweaking. My level 4 is basically Sanguinus level 4 for those under a Blood Bond. I’m open to suggestions here. Is it too powerful? Level 5 is based on the Path of Blood (level 4), but I’d like use this power to allow a Koldun to temporarily change his Generation to 15th so he can have a damphir. What do you think? The Way of Blood - Spoiler:
Vampires feed on blood and share an intimate relationship with it. Although the elemental Ways are the staple of Koldunic Sorcery, Tzimisce and blood are old acquaintances. Masters of Vicissitude can transform their whole bodies into blood and the spilling of blood is a primary element of pagan rituals and witchcraft. Tzimisce have studied and manipulated blood for untold ages, boiling it on blackened witches cauldrons or distilling it on mad alchemical laboratories. Some have observed blood diseases flourish (some even cultivate it), while others have bred Revenant families for eons and tampered with vampire blood (Nosferatu, for instance), manipulating mortal and supernatural bloodlines through the very essence of their veins and the legacies inherited within. Both the infamous Vald Dracula and the respected Cardinal Velya the Flayer are said to be masters of this Way, believed to have been created by the Mathuselah Yorak through his studies on the Cathedral of Flesh or even by the Eldest itself. This Way is also linked in myths to the Fire Flower. The Path of Blood from Tremere Thaumaturgy has some similarities to the powers of the Way of Blood, but Tzimice familiarity with creating and abusing the Blood Bond is the main theme of this Way. Kolduns simply say that the Path of Blood results from the ill-understood attempt of Usurpers to steal their magic. Some Kolduns wonder if mastery of the Way of Blood has been the method of creation of the Revenants, and suggest that the workings of blood and Blood Bonds advanced by this Way were fundamental to the creation of the Blood Brothers and their signature discipline, Sanguinus. Certainly, some powers of the Way of Blood resonate deeply within those Sanguinus powers related to blood instead of mere flesh. Attribute: Intelligence
• Flavoring the Blood Bond Voivode legends claimed that truly enlightened metamorphosists could control the quality of the emotion associated with the Blood Bond, making their thrall’s relationship with them work out of other emotions besides love, such as friendship and loyalty or even fear and terror. Kolduns who study the Way of Blood can do this despite their actual state of spiritual progress, manipulating their Blood Bonds to instill particular desires or emotions within their Thralls. To use this power a Koldun must have a specific emotional quality in mind at the time of the third sip, or every time blood is shared with a Thrall. The quality seldom manifests unless the circumstances of the relationship, and perhaps the blood sharing itself, could logically result in the intended dynamic. A ghoul who’s been locked in the dungeon of a dominator who never leaves his lab, for example, probably can’t be made to feel especially jealous. System: The Koldun must touch a Blood Bonded target, spend a Blood Point and roll Intelligence + Occult against the target’s Willpower. The number of successes indicates how fully the Thrall’s bond has the quality desired by the Koldun. One success indicates a vague feeling that occasionally influences the Thrall. With five successes, the quality is the defining element of the Thrall’s relationship with the Koldun. This context lasts until the bond lapses or the Koldun instills a new emotion. On a botch, the Koldun assumes the emotions meant for the Thrall. This power also works on the Vinculum, but costs a Willpower point besides the normal costs. Each success represents an increase or decrease that can be made on a target’s Vinculum Rating towards the Koldun (maximum 10 and minimum 1). This power cannot affect the Koldun’s feelings toward his own Regnant or his Vinculum Ratings towards other vampires.
•• Partaking Blood The blood bond is a deep experience not to be taken lightly. It draws part of the Regnant’s being inside the Thrall’s soul through the blood flowing on his veins. A Koldun can use this connection to share his blood with those under his power. The Koldun can transfer his blood to anyone he shares a Blood Bond with. System: The Koldun must touch a target Blood Bonded to him, transferring a number of his blood points to the target up to the limit allowed by the Koldun’s Generation. Blood Points spent on this manner can be used to heal wounds or increase Physical Attributes, but not to power Disciplines. The Koldun can spend five points to heal a Thrall’s aggravated wound (over the course of several turns, if needed by Generational limits). This power takes effect automatically; no roll is necessary. Blood spent by the Koldun does not count against the maximum amount of vitae the target character can spend per turn, but it does count as if the target fed on the Koldun.
••• The Countess' Blood Bath This power is said to have originated the Sabbat practice of the Blood Bath and the rampage for blood of the Blood Countess, Elizabeth Bathory (sometimes believed to be Priscus Sascha Vykos in disguise). Spilled blood on the Koldun’s presence doesn’t dry and is attracted to the Koldun as if drawn by a magnetic force. It will even defy gravity dripping up walls, running in streams up to a higher ground or flying through the air. When it reaches the Koldun it will be instantly absorbed the moment it comes into contact with his skin. Kolduns with knowledge of this power are fearsome combatants, because they get stronger merely by spilling the blood of their enemies, which forms a torrent in the Koldun’s direction. System: Merely by seeing (or sensing through other senses) any quantity of blood outside any sealed container or organism (even if still touching said organism, like blood dripping from a wound), a Koldun may wish for the blood to come into his direction as a reflexive action. All blood spilled on an area equal to the Koldun’s permanent Willpower in meters or yards can be thus affected. The blood travels roughly at one meter or yard per turn, but the closer it is to the Koldun the faster it travels. Blood arriving on or spilled around an area of less than one meter reaches the Koldun on the same turn. The Koldun can also consume any blood that comes into contact with his bare skin through osmosis. Besides, blood on the Koldun’s presence never coagulates, goes stale or dilutes in other substances, unless the Koldun allows it. This power is always in effect, requires no roll and has no cost. If a large volume of blood comes into contact with him, assume the Koldun can consume 5 Blood Points per turn.
•••• Empower the Champion A Koldun can control his own blood potency, lending some of his strength to his Thralls, effectively lowering their Generation to allow for greater feats of vitae expenditure. Voivodes of old were said to empower their champions and send them to deadly combat. System: The Koldun touches a Blood Bonded target, spends a Willpower point and a variable amount of Blood Points. Each Blood Point spent allows the Koldun to increase his effective Generation one step by lending the potency to a Thrall. The Thrall’s Generation can be decreased up to a limit of the Koldun’s original Generation. This effect remains for one hour per success on a Intelligence + Occult roll (difficulty 7).
••••• Scoff at the Curse of Caine This power is based on an outgrown of the same principles through which the previous power works, giving a Koldun greater control over his blood potency. There are two possible applications of this power: the Koldun can make his blood more powerful for a short time, effectively lowering his own Generation temporarily once per night. Alternatively, he can rise his Generation, making his blood potency so thin that he emulates certain characteristics of the thin-blooded. While the benefits of lowering one’s own Generation are obvious, careful Koldun who plan ahead to account for the inherent weakness of thin-bloodedness and patiently bid their time can produce offspring – an advantage that Tzimisce from ancient times have put to good use in the form of the Revenant families. System: This power costs a Blood Point. One success on the Intelligence + Occult (difficulty 8 ) roll allows the Koldun to lower his Generation by one step for one hour. Each additional success grants the Koldun either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the Koldun’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation. Furthermore, any mortals Embraced by the Koldun are born to the Generation appropriate to their Sire’s original Generation. Alternatively, by simply spending both a Blood Point and a Willpower point, the Koldun can lower his Generation to an equivalent of 15th until dawn. His vitae becomes so weak that the Koldun maximum Blood Pool becomes 10, but only six of these 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, the Koldun must also expend two Blood Points to obtain the effect a normal vampire would achieve with one. The Koldun can use the remaining four blood points to survive through the day and wake up each night, nothing more. (The cost for nightly rising remains a single blood point.) While under this effect the Koldun’s blood cannot be used to create or sustain ghouls, create a blood bond, or Sire a vampiric childe. The Koldun also cannot raise or use any Discipline above three dots (with the exception of the Way of Blood level 5 solely for the purpose of resetting this Thin-Blooded state at each dawn). The weakening of the Curse of Caine has compensations, though. Sunlight does lethal damage to the Koldun, instead of aggravated damage as it does to other vampires. The Koldun can hold down mortal food and drink for an hour or so; while other vampires vomit immediately if they try. Strangest of all, once in a while a Koldun might actually have a child the normal, human way. All fertile sexual encounters the Koldun engages on have a 50% chance of resulting in pregnancy for the female mortal (roll a die). If the female mortal is kept under the Blood Bond and as a Ghoul for the remaining of her pregnancy (9 months), the child has a 50% chance of being born a Damphir (roll a die). A Tzimisce who was born as a woman can benefit from this power with her own advantages and disadvantages. She has 100% chance both of getting pregnant and birthing a Damphir, but she has to keep her blood thin through the whole pregnancy term, spending a Willpower point and a Blood Point at each dawn. If she fails to do so she miscarries. This vitae expenditure is beyond the normal cost of waking each night, but is exempt from the Thin-Blood doubled cost weakness. A Damphis is a Revenant without Family Disciplines or Family Weakness, although if the mortal parent is from a Revenant Family the Damphir has a 50% chance of inheriting either one or both traits (roll a die separately for the Family Discipline spread and the Family Weakness). The Damphir is born under a Blood Bond with the Koldun.
| |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: Lost Koldunic Ways Tue Jul 10, 2012 12:41 am | |
| While I'm no expert, I still like it. =) I like the feel that this is one of the first, or biggest secrets of the Tzimisce, and is actually crucial to them as part of the identity of their clan. I can even see alot of the themes you used and why... except for one, which may just be my own ignorance. Why is Blood Bonds the theme? is that a theme that is important to Tzimisce? is it just a good idea you had to link the other elements of Tzimisce unlife that you wanted to bring together? lol I honestly don't know - Quote :
- The Way of Blood
[spoiler][size=18]Vampires feed on blood and share an intimate relationship with it. Although the elemental Ways are the staple of Koldunic Sorcery, Tzimisce and blood are old acquaintances. Masters of Vicissitude can transform their whole bodies into blood and the spilling of blood is a primary element of pagan rituals and witchcraft. Tzimisce have studied and manipulated blood for untold ages, boiling it on blackened witches cauldrons or distilling it on mad alchemical laboratories. Some have observed blood diseases flourish (some even cultivate it), while others have bred Revenant families for eons and tampered with vampire blood (Nosferatu, for instance), manipulating mortal and supernatural bloodlines through the very essence of their veins and the legacies inherited within. Both the infamous Vald Dracula and the respected Cardinal Velya the Flayer are said to be masters of this Way, believed to have been created by the Mathuselah Yorak through his studies on the Cathedral of Flesh or even by the Eldest itself. This Way is also linked in myths to the Fire Flower. The Path of Blood from Tremere Thaumaturgy has some similarities to the powers of the Way of Blood, but Tzimice familiarity with creating and abusing the Blood Bond is the main theme of this Way. Kolduns simply say that the Path of Blood results from the ill-understood attempt of Usurpers to steal their magic. Some Kolduns wonder if mastery of the Way of Blood has been the method of creation of the Revenants, and suggest that the workings of blood and Blood Bonds advanced by this Way were fundamental to the creation of the Blood Brothers and their signature discipline, Sanguinus. Certainly, some powers of the Way of Blood resonate deeply within those Sanguinus powers related to blood instead of mere flesh. Attribute: Intelligence First off, excellent intro, I loved all the name-dropping, inspired and creative (again, heh). - valismedsen wrote:
- Level 2 (based on Sanguinus 1) might need some tweaking, mechanically and conceptually.
•• Partaking Blood The blood bond is a deep experience not to be taken lightly. It draws part of the Regnant’s being inside the Thrall’s soul through the blood flowing on his veins. A Koldun can use this connection to share his blood with those under his power. The Koldun can transfer his blood to anyone he shares a Blood Bond with. System: The Koldun must touch a target Blood Bonded to him, transferring a number of his blood points to the target up to the limit allowed by the Koldun’s Generation. Blood Points spent on this manner can be used to heal wounds or increase Physical Attributes, but not to power Disciplines. The Koldun can spend five points to heal a Thrall’s aggravated wound (over the course of several turns, if needed by Generational limits). This power takes effect automatically; no roll is necessary. Blood spent by the Koldun does not count against the maximum amount of vitae the target character can spend per turn, but it does count as if the target fed on the Koldun. Perhaps allow the blood to be used by the recipient on Disciplines, but--similarly to how writing a ritual in blood reduces the author's/caster's Blood Pool MAX by 1, as if that Blood Point in their body were literally somewhere else--the donor's Blood Pool is limited until the recipient uses/spends the BPs. ...Perhaps with a WP roll the donor can forcefully retrieve donated BPs? That's all I got, there. - Quote :
- I’m satisfied conceptually with level 3 (based on some cool visuals from the Countess Carmilla, who also practiced a mean Way of Spirit, in Vampire Hunter D Bloodlust), but perhaps the mechanics need some tweaking.
••• The Countess' Blood Bath This power is said to have originated the Sabbat practice of the Blood Bath and the rampage for blood of the Blood Countess, Elizabeth Bathory (sometimes believed to be Priscus Sascha Vykos in disguise). Spilled blood on the Koldun’s presence doesn’t dry and is attracted to the Koldun as if drawn by a magnetic force. It will even defy gravity dripping up walls, running in streams up to a higher ground or flying through the air. When it reaches the Koldun it will be instantly absorbed the moment it comes into contact with his skin. Kolduns with knowledge of this power are fearsome combatants, because they get stronger merely by spilling the blood of their enemies, which forms a torrent in the Koldun’s direction. System: Merely by seeing (or sensing through other senses) any quantity of blood outside any sealed container or organism (even if still touching said organism, like blood dripping from a wound), a Koldun may wish for the blood to come into his direction as a reflexive action. All blood spilled on an area equal to the Koldun’s permanent Willpower in meters or yards can be thus affected. The blood travels roughly at one meter or yard per turn, but the closer it is to the Koldun the faster it travels. Blood arriving on or spilled around an area of less than one meter reaches the Koldun on the same turn. The Koldun can also consume any blood that comes into contact with his bare skin through osmosis. Besides, blood on the Koldun’s presence never coagulates, goes stale or dilutes in other substances, unless the Koldun allows it. This power is always in effect, requires no roll and has no cost. If a large volume of blood comes into contact with him, assume the Koldun can consume 5 Blood Points per turn. First of all this power is too bad-ass to be free. Maybe if it were Level 4 or 5, but at three, it should at least have a cost, to be activated once per scene... maybe something like 4 BP + 1 WP? The Willpower point is to keep it from being abused, because all blood spent is essentially (hopefully) regained almost immediately. Otherwise--love it! Love the source, and it actually reminds me of a question, off-topic. - Quote :
- My level 4 is basically Sanguinus level 4 for those under a Blood Bond. I’m open to suggestions here. Is it too powerful?
•••• Empower the Champion A Koldun can control his own blood potency, lending some of his strength to his Thralls, effectively lowering their Generation to allow for greater feats of vitae expenditure. Voivodes of old were said to empower their champions and send them to deadly combat. System: The Koldun touches a Blood Bonded target, spends a Willpower point and a variable amount of Blood Points. Each Blood Point spent allows the Koldun to increase his effective Generation one step by lending the potency to a Thrall. The Thrall’s Generation can be decreased up to a limit of the Koldun’s original Generation. This effect remains for one hour per success on a Intelligence + Occult roll (difficulty 7). It seems only slightly over-powerful, to me (but wtf do I know sometimes?). Perhaps another requirement on the Thrall, so that this power does not work on every Thrall, but only a certain one, or few? (For instance, any Thrall who has been under the influence of a Blood Bond affected by Way of Blood for 1 year or more? or something like that?) - Quote :
- Level 5 is based on the Path of Blood (level 4), but I’d like use this power to allow a Koldun to temporarily change his Generation to 15th so he can have a damphir. What do you think?
••••• Scoff at the Curse of Caine This power is based on an outgrown of the same principles through which the previous power works, giving a Koldun greater control over his blood potency. There are two possible applications of this power: the Koldun can make his blood more powerful for a short time, effectively lowering his own Generation temporarily once per night. Alternatively, he can rise his Generation, making his blood potency so thin that he emulates certain characteristics of the thin-blooded. While the benefits of lowering one’s own Generation are obvious, careful Koldun who plan ahead to account for the inherent weakness of thin-bloodedness and patiently bid their time can produce offspring – an advantage that Tzimisce from ancient times have put to good use in the form of the Revenant families. System: This power costs a Blood Point. One success on the Intelligence + Occult (difficulty 8 ) roll allows the Koldun to lower his Generation by one step for one hour. Each additional success grants the Koldun either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the Koldun’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation. Furthermore, any mortals Embraced by the Koldun are born to the Generation appropriate to their Sire’s original Generation. Alternatively, by simply spending both a Blood Point and a Willpower point, the Koldun can lower his Generation to an equivalent of 15th until dawn. His vitae becomes so weak that the Koldun maximum Blood Pool becomes 10, but only six of these 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, the Koldun must also expend two Blood Points to obtain the effect a normal vampire would achieve with one. The Koldun can use the remaining four blood points to survive through the day and wake up each night, nothing more. (The cost for nightly rising remains a single blood point.) While under this effect the Koldun’s blood cannot be used to create or sustain ghouls, create a blood bond, or Sire a vampiric childe. The Koldun also cannot raise or use any Discipline above three dots (with the exception of the Way of Blood level 5 solely for the purpose of resetting this Thin-Blooded state at each dawn). The weakening of the Curse of Caine has compensations, though. Sunlight does lethal damage to the Koldun, instead of aggravated damage as it does to other vampires. The Koldun can hold down mortal food and drink for an hour or so; while other vampires vomit immediately if they try. Strangest of all, once in a while a Koldun might actually have a child the normal, human way. All fertile sexual encounters the Koldun engages on have a 50% chance of resulting in pregnancy for the female mortal (roll a die). If the female mortal is kept under the Blood Bond and as a Ghoul for the remaining of her pregnancy (9 months), the child has a 50% chance of being born a Damphir (roll a die). A Tzimisce who was born as a woman can benefit from this power with her own advantages and disadvantages. She has 100% chance both of getting pregnant and birthing a Damphir, but she has to keep her blood thin through the whole pregnancy term, spending a Willpower point and a Blood Point at each dawn. If she fails to do so she miscarries. This vitae expenditure is beyond the normal cost of waking each night, but is exempt from the Thin-Blood doubled cost weakness. A Damphis is a Revenant without Family Disciplines or Family Weakness, although if the mortal parent is from a Revenant Family the Damphir has a 50% chance of inheriting either one or both traits (roll a die separately for the Family Discipline spread and the Family Weakness). The Damphir is born under a Blood Bond with the Koldun. I kinda like it. This power could also be used as a means of hiding one's true Generation, and thus identity. Useful when hiding from hunters of any sort using anything but mundane methods. What other benefits are there of having a dhampir, as a heartless Tzimisce devil? Beside Revenants, is there something implied about the mutability of Vicissitude as a means of avoiding the body's complete destruction? In other words, is it possible for a Fiend to abandon their own body and use a Dhampir "relative's" body as his new one? All because of super-scary Vicissitude? Or is that reaching? In the above scenario, would the vampiric Tzimisce blood be able to remain "intact" and stand on it's own, thus ensuring a piece of them always survives, or would that blood be subsumed into whatever human host it ended up in (without being enchanted in some other way beforehand, of course)? Back on-point, this power allows semi-mortality, yes, but are the end results more of a Level 5 Effect than the Level 4 power you chose? Or does it maybe just appear that way to me because mechanics and such remain unadjusted as of yet? So, there's my opinion (yes) and feedback (huh). | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: Lost Koldunic Ways Tue Jul 10, 2012 5:57 am | |
| - Gattison wrote:
- While I'm no expert, I still like it. =) I like the feel that this is one of the first, or biggest secrets of the Tzimisce, and is actually crucial to them as part of the identity of their clan.
I can even see alot of the themes you used and why... except for one, which may just be my own ignorance. Why is Blood Bonds the theme? is that a theme that is important to Tzimisce? is it just a good idea you had to link the other elements of Tzimisce unlife that you wanted to bring together? lol I honestly don't know
Before the Sabbat, Old World Tzimisce relied on Blood Bonds a lot. The Tzimisce Anarchs were the ones that came up with the Vaulderie to break blonds exactly for that reason. However, Tzimisce blood bonding their childer in abusive relationships was kinda downplayed in Dark Ages Vampire, where it became common to all High Clans to do that. - Gattison wrote:
- Quote :
- The Way of Blood
[spoiler][size=18]Vampires feed on blood and share an intimate relationship with it. Although the elemental Ways are the staple of Koldunic Sorcery, Tzimisce and blood are old acquaintances. Masters of Vicissitude can transform their whole bodies into blood and the spilling of blood is a primary element of pagan rituals and witchcraft. Tzimisce have studied and manipulated blood for untold ages, boiling it on blackened witches cauldrons or distilling it on mad alchemical laboratories. Some have observed blood diseases flourish (some even cultivate it), while others have bred Revenant families for eons and tampered with vampire blood (Nosferatu, for instance), manipulating mortal and supernatural bloodlines through the very essence of their veins and the legacies inherited within. Both the infamous Vald Dracula and the respected Cardinal Velya the Flayer are said to be masters of this Way, believed to have been created by the Mathuselah Yorak through his studies on the Cathedral of Flesh or even by the Eldest itself. This Way is also linked in myths to the Fire Flower. The Path of Blood from Tremere Thaumaturgy has some similarities to the powers of the Way of Blood, but Tzimice familiarity with creating and abusing the Blood Bond is the main theme of this Way. Kolduns simply say that the Path of Blood results from the ill-understood attempt of Usurpers to steal their magic. Some Kolduns wonder if mastery of the Way of Blood has been the method of creation of the Revenants, and suggest that the workings of blood and Blood Bonds advanced by this Way were fundamental to the creation of the Blood Brothers and their signature discipline, Sanguinus. Certainly, some powers of the Way of Blood resonate deeply within those Sanguinus powers related to blood instead of mere flesh. Attribute: Intelligence First off, excellent intro, I loved all the name-dropping, inspired and creative (again, heh).
Thanks! - Gattison wrote:
- valismedsen wrote:
- Level 2 (based on Sanguinus 1) might need some tweaking, mechanically and conceptually.
•• Partaking Blood The blood bond is a deep experience not to be taken lightly. It draws part of the Regnant’s being inside the Thrall’s soul through the blood flowing on his veins. A Koldun can use this connection to share his blood with those under his power. The Koldun can transfer his blood to anyone he shares a Blood Bond with. System: The Koldun must touch a target Blood Bonded to him, transferring a number of his blood points to the target up to the limit allowed by the Koldun’s Generation. Blood Points spent on this manner can be used to heal wounds or increase Physical Attributes, but not to power Disciplines. The Koldun can spend five points to heal a Thrall’s aggravated wound (over the course of several turns, if needed by Generational limits). This power takes effect automatically; no roll is necessary. Blood spent by the Koldun does not count against the maximum amount of vitae the target character can spend per turn, but it does count as if the target fed on the Koldun. Perhaps allow the blood to be used by the recipient on Disciplines, but--similarly to how writing a ritual in blood reduces the author's/caster's Blood Pool MAX by 1, as if that Blood Point in their body were literally somewhere else--the donor's Blood Pool is limited until the recipient uses/spends the BPs. ...Perhaps with a WP roll the donor can forcefully retrieve donated BPs?
That's all I got, there.
Humm, not exactly what I was aiming for... what if it could be used regardless of distance, like the Sanguinus power? This would be an effective way of keeping one's own ghouls carrying out orders over far lands. Perhaps spend a Willpower point if the target cannot be seen or touched? - Gattison wrote:
- Quote :
- I’m satisfied conceptually with level 3 (based on some cool visuals from the Countess Carmilla, who also practiced a mean Way of Spirit, in Vampire Hunter D Bloodlust), but perhaps the mechanics need some tweaking.
••• The Countess' Blood Bath This power is said to have originated the Sabbat practice of the Blood Bath and the rampage for blood of the Blood Countess, Elizabeth Bathory (sometimes believed to be Priscus Sascha Vykos in disguise). Spilled blood on the Koldun’s presence doesn’t dry and is attracted to the Koldun as if drawn by a magnetic force. It will even defy gravity dripping up walls, running in streams up to a higher ground or flying through the air. When it reaches the Koldun it will be instantly absorbed the moment it comes into contact with his skin. Kolduns with knowledge of this power are fearsome combatants, because they get stronger merely by spilling the blood of their enemies, which forms a torrent in the Koldun’s direction. System: Merely by seeing (or sensing through other senses) any quantity of blood outside any sealed container or organism (even if still touching said organism, like blood dripping from a wound), a Koldun may wish for the blood to come into his direction as a reflexive action. All blood spilled on an area equal to the Koldun’s permanent Willpower in meters or yards can be thus affected. The blood travels roughly at one meter or yard per turn, but the closer it is to the Koldun the faster it travels. Blood arriving on or spilled around an area of less than one meter reaches the Koldun on the same turn. The Koldun can also consume any blood that comes into contact with his bare skin through osmosis. Besides, blood on the Koldun’s presence never coagulates, goes stale or dilutes in other substances, unless the Koldun allows it. This power is always in effect, requires no roll and has no cost. If a large volume of blood comes into contact with him, assume the Koldun can consume 5 Blood Points per turn. First of all this power is too bad-ass to be free. Maybe if it were Level 4 or 5, but at three, it should at least have a cost, to be activated once per scene... maybe something like 4 BP + 1 WP? The Willpower point is to keep it from being abused, because all blood spent is essentially (hopefully) regained almost immediately.
Otherwise--love it! Love the source, and it actually reminds me of a question, off-topic.
Perhaps one Willpower point per turn of effect? - Gattison wrote:
- Quote :
- My level 4 is basically Sanguinus level 4 for those under a Blood Bond. I’m open to suggestions here. Is it too powerful?
•••• Empower the Champion A Koldun can control his own blood potency, lending some of his strength to his Thralls, effectively lowering their Generation to allow for greater feats of vitae expenditure. Voivodes of old were said to empower their champions and send them to deadly combat. System: The Koldun touches a Blood Bonded target, spends a Willpower point and a variable amount of Blood Points. Each Blood Point spent allows the Koldun to increase his effective Generation one step by lending the potency to a Thrall. The Thrall’s Generation can be decreased up to a limit of the Koldun’s original Generation. This effect remains for one hour per success on a Intelligence + Occult roll (difficulty 7). It seems only slightly over-powerful, to me (but wtf do I know sometimes?). Perhaps another requirement on the Thrall, so that this power does not work on every Thrall, but only a certain one, or few? (For instance, any Thrall who has been under the influence of a Blood Bond affected by Way of Blood for 1 year or more? or something like that?)
I liked your suggestion! - Gattison wrote:
- Quote :
- Level 5 is based on the Path of Blood (level 4), but I’d like use this power to allow a Koldun to temporarily change his Generation to 15th so he can have a damphir. What do you think?
••••• Scoff at the Curse of Caine This power is based on an outgrown of the same principles through which the previous power works, giving a Koldun greater control over his blood potency. There are two possible applications of this power: the Koldun can make his blood more powerful for a short time, effectively lowering his own Generation temporarily once per night. Alternatively, he can rise his Generation, making his blood potency so thin that he emulates certain characteristics of the thin-blooded. While the benefits of lowering one’s own Generation are obvious, careful Koldun who plan ahead to account for the inherent weakness of thin-bloodedness and patiently bid their time can produce offspring – an advantage that Tzimisce from ancient times have put to good use in the form of the Revenant families. System: This power costs a Blood Point. One success on the Intelligence + Occult (difficulty 8 ) roll allows the Koldun to lower his Generation by one step for one hour. Each additional success grants the Koldun either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the Koldun’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation. Furthermore, any mortals Embraced by the Koldun are born to the Generation appropriate to their Sire’s original Generation. Alternatively, by simply spending both a Blood Point and a Willpower point, the Koldun can lower his Generation to an equivalent of 15th until dawn. His vitae becomes so weak that the Koldun maximum Blood Pool becomes 10, but only six of these 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, the Koldun must also expend two Blood Points to obtain the effect a normal vampire would achieve with one. The Koldun can use the remaining four blood points to survive through the day and wake up each night, nothing more. (The cost for nightly rising remains a single blood point.) While under this effect the Koldun’s blood cannot be used to create or sustain ghouls, create a blood bond, or Sire a vampiric childe. The Koldun also cannot raise or use any Discipline above three dots (with the exception of the Way of Blood level 5 solely for the purpose of resetting this Thin-Blooded state at each dawn). The weakening of the Curse of Caine has compensations, though. Sunlight does lethal damage to the Koldun, instead of aggravated damage as it does to other vampires. The Koldun can hold down mortal food and drink for an hour or so; while other vampires vomit immediately if they try. Strangest of all, once in a while a Koldun might actually have a child the normal, human way. All fertile sexual encounters the Koldun engages on have a 50% chance of resulting in pregnancy for the female mortal (roll a die). If the female mortal is kept under the Blood Bond and as a Ghoul for the remaining of her pregnancy (9 months), the child has a 50% chance of being born a Damphir (roll a die). A Tzimisce who was born as a woman can benefit from this power with her own advantages and disadvantages. She has 100% chance both of getting pregnant and birthing a Damphir, but she has to keep her blood thin through the whole pregnancy term, spending a Willpower point and a Blood Point at each dawn. If she fails to do so she miscarries. This vitae expenditure is beyond the normal cost of waking each night, but is exempt from the Thin-Blood doubled cost weakness. A Damphis is a Revenant without Family Disciplines or Family Weakness, although if the mortal parent is from a Revenant Family the Damphir has a 50% chance of inheriting either one or both traits (roll a die separately for the Family Discipline spread and the Family Weakness). The Damphir is born under a Blood Bond with the Koldun. I kinda like it. This power could also be used as a means of hiding one's true Generation, and thus identity. Useful when hiding from hunters of any sort using anything but mundane methods.
Hadn't thought of that, will add it to the power's description. - Gattison wrote:
What other benefits are there of having a dhampir, as a heartless Tzimisce devil? Beside Revenants, is there something implied about the mutability of Vicissitude as a means of avoiding the body's complete destruction? In other words, is it possible for a Fiend to abandon their own body and use a Dhampir "relative's" body as his new one? All because of super-scary Vicissitude? Or is that reaching?
In the above scenario, would the vampiric Tzimisce blood be able to remain "intact" and stand on it's own, thus ensuring a piece of them always survives, or would that blood be subsumed into whatever human host it ended up in (without being enchanted in some other way beforehand, of course)?
I think there might be a ritual for that, but a Damphir is just a Revenant without family traits. I'll add some rumors to the power's description, though that wouldn't be inside its purview. - Gattison wrote:
Back on-point, this power allows semi-mortality, yes, but are the end results more of a Level 5 Effect than the Level 4 power you chose? Or does it maybe just appear that way to me because mechanics and such remain unadjusted as of yet?
Hummm, I'll think about that, thanks! - Gattison wrote:
So, there's my opinion (yes) and feedback (huh). Yay! Thanks, man! I can always count on you! | |
| | | Agathe De Lannuie
Posts : 78 Join date : 2012-07-09 Age : 45 Location : France
| Subject: Re: Lost Koldunic Ways Wed Jul 11, 2012 12:23 pm | |
| Hi First congratulation a very appropriate idea & a good writting I like the idea, playing on blood & blood bond is something missing among the tzimices There is some hints that even the vauldery was twisted by the power over blood bond that the Tzimices possessed. So I feel it's really appropriate
But, as always, I do have a bunch of remark Level 1 ok Level 2 is ok for me but as it is only a level 2 it spending the blood and the boosting/healing should happend at the same time and contact should be mandatory (maybe with a latter ritual, there could be exception to that...) Level 3 is a bit too much so I do agree on the fact that a wp point would make it more acceptable & that would be enough (btw it's already stronger than the path of blood 2 imho) Level 4 I fell the duration is way too long. For such a feat it should be more of a quick boost. Something like ancient blood letting u considere, for a short time after ingestion, that ur generation is lowered. maybe 10mn/bp after ingestion ? Maybe it would be scarier if the Tzimices could give a special blood pool to be ingested a the right time (as before an assault or when in great need). Here I feel there should be a blood point of the vampire's blood pool "stuck" while it's unused by the thrall
The Level 5 seem a bit too much for me. There is only one power to my knowledge that is letting birth a human and it's level 8 (Mytherceria) Having a Human revenant family seem way too powerful and it breaks one of the most important rules: Vampire are static and they cannot create life, they can only twist it. I've never seen anything about any vampire or any Tzimices that hint to the fact they can do it while other can't. Sure they can take a human and twist it to the form of a living carpet, they can trasform a family of Human into revenant (as anyone), but they never created a family out of thin air (not talking about insanly old Tzimices, so it should not be under level 9 (1 level higher than the Mytherceria power) imho)... I would tend to be a bit leery about this.
One more question about the level 5 Does 2 vampire brought back to 15th gen could have a child together ? If u keep the idea of birthing may i suggest there should be at least a warning against birthing the child of 2 vampires (except maybe in a gehena chronicle)...
Maybe u would have to choose between the power to change ur generation and the power to create revenant, giving both is too much imho... Level 5 thaum related powers should not be that good imho I would see more the revenant process through a ritual level 5/6. Something that could be akin to this: Devoring a mother to be, saving the child in her belly by putting him in one of his membre and later giving himself birth to the mom's child in an "Alien" process. (remind me of Zeus saving the life of the foetus Dyonisos by implanting it in his leg) That way the Tzimices is not giving birth on his own, but he's twisting already created life (also it seem to me the main theme of Vissicitude.
hope it was helpful | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: Lost Koldunic Ways Thu Jul 19, 2012 10:29 pm | |
| Thanks for the feedback people, and sorry for taking so long to come back to you with this. I’ve taken Agathe’s input to heart and realized that indeed allowing a player to create a Revenant line is maybe overpowered. On the other hand, I wanted to give at least a possible means for a player to do just that. So I removed the power from the Way’s progression and made it a Ritual. Rituals can be as rare or as common as a ST decides, and are not assumed to be automatically accessible as a Path/Way power is. So I think this was a good approach. I’ve still made the Ritual dependent on knowledge of the Way of Blood. Now the Way of Blood more closely resembles the Path of Blood, which was one of my (unmentioned) goals as well – it is supposed to be simulated by the Path of Blood anyway. I’ve changed the level 2 to work only through touch, and immediately. It still requires the Koldun’s own vitae to power it, in which is different from the Path of Blood. It also does not cause Frenzy, since the target loses no blood. It still mimics the Sanguinus power in matters of healing, but I’ve felt like giving some of the versatility of the Path of Blood (to be used on Physical boosts, but not to power Disciplines), since it’s so expensive and requires a blood bonded Thrall to work. I’ve used the same power from the Path of Blood level 3 (which more or less was already present on my original conception of the Way). Any suggestions to make it slightly different are welcomed, but I’m satisfied with it. I’ve put the former level 3 at level 4, to more closely resemble the Path of Blood. I’ve also made it cost a Willpower point and have a duration determined by successes. I think it is balanced now. I’m not sure about level 5. It still has the ‘empowering a champion’ thing going on, but I’ve completely abandoned any Sanguinus inspired mechanics for Generation dropping and instead adopted a fake-diablerie system. I thought the Diablerie theme is still very much Tzimisce and apt to the theme of both the Clan and the Way. Still not sure if there should be a greater penalty for the Koldun who lends his generation, though… The Way of Blood - Spoiler:
Vampires feed on blood and share an intimate relationship with it. Although the elemental Ways are the staple of Koldunic Sorcery, Tzimisce and blood are old acquaintances. Masters of Vicissitude can transform their whole bodies into blood and the spilling of blood is a primary element of pagan rituals and witchcraft. Tzimisce have studied and manipulated blood for untold ages, boiling it on blackened witches’ cauldrons or distilling it on mad alchemical laboratories. Some have observed blood diseases flourish (some even cultivate it), while others have bred Revenant families for eons and tampered with vampire blood, manipulating mortal and supernatural bloodlines through the very essence of their veins and the legacies inherited within. Both the infamous Vlad Dracula and the respected Cardinal Velya the Flayer are said to be masters of this Way, believed to have been created by the Mathuselah Yorak through his studies on the Cathedral of Flesh, or even by the Eldest itself. This Way is also linked in myths to the Fire Flower, which lends credence to the idea that the Eldest Tzimisce developed it, perhaps with Kupala’s assistance. The Path of Blood from Tremere Thaumaturgy has some similarities with the powers of the Way of Blood – although Koldun would say it is a mere parody of their powers, a misbegotten result from an ill-understood attempt of the Usurpers to steal their magic. Tzimice familiarity with creating and abusing the Blood Bond is the main theme of this Way. Some Kolduns wonder if mastery of the Way of Blood has been the method of creation of the Revenants. Sabbat Kolduns also point to the Vaulderie as an accomplishment of the Way’s masters. Others suggest that the workings of blood and Blood Bonds advanced by this Way were fundamental to the creation of the Blood Brothers and their signature discipline, Sanguinus. Certainly, some powers of the Way of Blood resonate deeply within those Sanguinus powers related to blood instead of mere flesh. Attribute: Intelligence
• Flavoring the Blood Bond Voivode legends claimed that truly enlightened metamorphosists could control the quality of the emotion associated with the Blood Bond, making their Thrall’s relationship with them work out of other emotions besides love, such as friendship and loyalty or even fear and terror. Kolduns who study the Way of Blood can do this despite their actual state of spiritual progress, manipulating their Blood Bonds to instill particular desires or emotions within their Thralls. To use this power a Koldun must have a specific emotional quality in mind at the time of the third sip, or every time blood is shared with a Thrall. The quality seldom manifests unless the circumstances of the relationship, and perhaps the blood sharing itself, could logically result in the intended dynamic. A ghoul who’s been locked in the dungeon of a dominator who never leaves his lab, for example, probably can’t be made to feel especially jealous. System: The Koldun must touch a Blood Bonded target, spend a Blood Point and roll Intelligence + Occult against the target’s Willpower. The number of successes indicates how fully the Thrall’s bond has the quality desired by the Koldun. One success indicates a vague feeling that occasionally influences the Thrall. With five successes, the quality is the defining element of the Thrall’s relationship with the Koldun. This context lasts until the bond lapses or the Koldun instills a new emotion. On a botch, the Koldun assumes the emotions meant for the Thrall. This power also works on the Vinculum, but costs a Willpower point besides the normal costs. Each success represents an increase or decrease that can be made on a target’s Vinculum Rating towards the Koldun (maximum 10 and minimum 1). This power cannot affect the Koldun’s feelings toward his own Regnant or his Vinculum Ratings towards other vampires.
•• Partake of my Blood The blood bond is a deep experience not to be taken lightly. It draws part of the Regnant’s being inside the Thrall’s soul through the blood flowing on his veins. A Koldun can use this connection to share his blood with those under his power. By merely touching a Blood Bonded Thrall, the Koldun can transfer his blood to him and choose how that blood is used. System: The Koldun must touch a Blood Bonded subject for this power to work, though only the lightest contact is necessary. Each success on an Intelligence + Occult roll (difficulty 5) allows the Koldun to transfer one of his blood points to the target, up to the limit allowed by the Koldun’s Generation. Blood Points spent on this manner must be used to heal wounds or increase Physical Attributes, but cannot power Disciplines. The Koldun can spend five points to heal a Thrall’s aggravated wound (over the course of several turns, if needed by Generational limits). This power takes effect automatically. Blood spent by the Koldun does not count against the maximum amount of vitae the target character can spend per turn, but it does count as if the target fed on the Koldun.
••• Scoff at the Curse of Caine This power gives a Koldun great control over his blood potency, making his blood more powerful for a short time, effectively lowering his own Generation temporarily once per night. System: The system is the same as for the Path of Blood level 3 power, reproduced here. This power costs a Blood Point. One success on the Intelligence + Occult (difficulty roll allows the Koldun to lower his Generation by one step for one hour. Each additional success grants the Koldun either one step down in Generation or one hour of effect. Successes earned must be spent both to decrease the Koldun’s Generation and to maintain the change (this power cannot be activated again until the original application wears off). Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum. If the vampire is diablerized while this power is in effect, it wears off immediately and the diablerist gains power appropriate to the caster’s actual Generation. Furthermore, any mortals Embraced by the Koldun are born to the Generation appropriate to their Sire’s original Generation. Once the effect wears off, any blood over the character’s blood pool maximum dilutes, leaving the character at his regular blood pool maximum. Thus, if a Twelfth-Generation Tremere (maximum blood pool of 11) decreased his Generation to Ninth (maximum blood pool 14), ingested 14 blood points, and had this much vitae in his system when the power wore off, his blood pool would immediately drop to 11.
•••• The Countess' Blood Bath This power is said to have originated the Sabbat practice of the Blood Bath, as well as the murderous rampage of the Blood Countess, Elizabeth Bathory (sometimes believed to be Priscus Sascha Vykos in disguise). Under the effect of this power spilled blood on the Koldun’s presence doesn’t dry and is attracted to the Koldun as if drawn by a magnetic force. It will even defy gravity, dripping up walls, running in streams up to a higher ground and sometimes even flying through the air. When the blood reaches the Koldun it is instantly absorbed the moment it comes into contact with his skin. Kolduns with knowledge of this power are fearsome combatants, because they get stronger merely by spilling the blood of their enemies, which forms a torrent in the Koldun’s direction. System: To activate this power the Koldun needs to spend a Willpower point besides the usual blood point cost. It lasts for a number of turns equal to the successes scored on the Intelligence + Occult roll (difficulty 7). Merely by seeing (or sensing through other senses) any quantity of blood outside any sealed container or organism (even if still touching said organism, like blood dripping from a wound), a Koldun may wish for the blood to come into his direction as a reflexive action. All blood spilled on an area equal to the Koldun’s permanent Willpower in meters or yards can be thus affected. The blood travels roughly at one meter or yard per turn, but the closer it is to the Koldun the faster it travels. Blood arriving on or spilled around an area of less than one meter reaches the Koldun on the same turn. The Koldun can also consume any blood that comes into contact with his bare skin through osmosis. If a large volume of blood comes into contact with him, assume the Koldun can consume 5 Blood Points per turn. Besides, while this power is in effect blood on the Koldun’s presence never coagulates, goes stale, dilutes in other substances or drenches, unless the Koldun allows it.
••••• Gifting the Heart’s Blood Cainite lore speaks of a metaphysical concept known as the Heart’s Blood, the seat of a vampire’s soul. Diablerists know the Heart’s blood to be more than legend, as it is the very thing that rests hidden at the end of a diablerized victim’s vitae. Koldun who have mastered the Way of Blood can access their own Heart’s Blood and temporarily share a piece of their soul with other vampires. For this to happen, the intimate connection of a Blood Bond needs to exist, tethering the Koldun’s soul with his target’s own and acting as a conduit for the Heart’s Blood transference. Through this dread connection the Koldun can lend some of his strength to a Thrall, effectively lowering his Generation to allow for greater feats of vitae expenditure. Voivodes of old who were wise on the Way of Blood were said to empower their champions and send them to deadly combat. Nowadays this power is reviled, said to have inspired Tzimisce Anarch with the blood lust that ended in the destruction of their Sires. System: The Koldun spends a Willpower point, which helps infuses a Blood Point with a part of the Koldun’s soul essence, effectively becoming a sample of his Heart’s blood. The Koldun then feeds a chosen Thrall with this Blood Point. The Thrall benefits from the same effects as if he had successfully Diablerized the Koldun – which should be appropriate to the Thrall’s original Generation. Hence, this power is better used on a Koldun’s progeny, and would have no effect on those of the same or lower Generation as the Koldun. This power does not grant Discipline increases, but its mystical process exempts the Thrall from the worst side-effects of a true Diablerie. He does not suffer from a strong euphoria upon drinking the Koldun’s blood and has no aura stains. The Thrall also does not risk Diablerie addiction or moral Degeneration. The effect of this power remains for one hour per success on the Koldun’s Intelligence + Occult roll (difficulty 8 ), but automatically ends at dawn, if the Koldun is put into torpor or if he suffers Final Death. Mortals Embraced by the Thrall under this effect have the appropriate Generation for a progeny of the Thrall’s original, normal Generation. The Koldun shares only a part of his Heart’s Blood, which while has no effect on his own blood potency subtracts one point from his maximum blood pool for the duration of the power. The Koldun also cannot benefit from the level 3 power of the Way of Blood while this power is in effect.
Birth of the Dhampir Level 6 Koldunic Sorcery Ritual (Requirement: The Way of Blood 5) This is an extremely rare Ritual said to have been developed by jealous Kolduns envying their Elders and the ability to create families of ghoul servants. Yorak, perhaps the most powerful Koldun after the Eldest itself, was said to have cursed all the upstart Kolduns involved in the creation of this Ritual and erased all its records. Still, such knowledge is not easily cast into oblivion, and power-hungry vampires have managed to recreate or unearth this knowledge. Some say the ritual was never lost, preserved in some of the oldest Kolduns’ memories, and that it was never an alternative to the creation of Revenants – it was the very method used since the nights of the Eldest, the first Tzimisce to bore living children from her womb. This ritual is based on an outgrown of the principles behind the powers of the Way of Blood, giving a Koldun greater control over his blood potency. A Koldun can rise his Generation, making his blood so thin that he can emulate certain characteristics of the thin-blooded. While arguably this ritual could be used as a means of hiding one's true Generation, and thus identity; and a Koldun might also use this ritual to benefit from a lesser vulnerability to sunlight, these are often considered foolish uses to the Kolduns who have heard of this power. There are more effective ways of achieving such purposes. The true goal behind the ordeal of weakening one’s own blood should be acquiring the ability to produce powerful servants, the rare Dhampir. The casting of this ritual takes one hour during which the Koldun draws arcane symbols all over his body, and must end exactly at dusk – thus requiring that the Koldun awakens before the sun sets. To benefit from the ability of producing offspring the Koldun must also feed from a pregnant woman until her death (and the baby’s), and must do so for each Dhampir he wishes to be born. System: This ritual requires both one Willpower point and 5 Blood Points to be spent, and the Koldun can hold no more than 10 Blood Points at the end of the ritual. If the roll is successful, the Koldun can lower his Generation to an equivalent of 15th for a number of nights equal to his successes on the Intelligence + Occult roll (difficulty 9). This ritual can be reset one hour before the beginning of the night its effects would end, with the same costs. While under the effect of this ritual the Koldun’s vitae becomes so weak that the his maximum Blood Pool becomes 10, but only six of these 10 blood points can be used for Disciplines, healing or raising Attributes. For these functions, the Koldun must also expend two Blood Points to obtain the effects a normal vampire would achieve with one. The Koldun can use the remaining four blood points to survive through the day and wake up each night, nothing more. (The cost for nightly rising remains a single blood point.) While under this effect the Koldun’s blood cannot be used to create or sustain ghouls, create a blood bond, or Sire a vampiric childe. The Koldun also cannot raise or use any Discipline above three dots – with the exception of this ritual, and solely for the purpose of resetting this Thin-Blooded state. The vitae expenditure for this purpose is exempt from the Thin-Blood doubled cost weakness. The level 3 and level 5 powers of the Way of Blood, and similar powers, automatically fail while the Koldun is subjected to the effects of this ritual. The weakening of the Curse of Caine has compensations, though. Sunlight does lethal damage to the Koldun, instead of aggravated damage as it does to other vampires. The Koldun can hold down mortal food and drink for an hour or so; while other vampires vomit immediately if they try. Strangest of all, a Koldun might actually have a child the normal, human way. All fertile sexual encounters the Koldun engages on have a 50% chance of resulting in pregnancy for the female mortal (roll a die). If the female mortal is kept under the Blood Bond and as a Ghoul for the remaining of her pregnancy, the child has a 50% chance of being born a Dhampir (roll a die). A Koldun who was born as a woman can benefit from this power with her own advantages and disadvantages. She has 100% chance both of getting pregnant and birthing a Dhampir, but she has to keep her blood thin through the whole pregnancy term. If she fails to do so she miscarries. She also cannot change her shape to any form too inhuman (including all Protean shape-changing and Vicissitude level 5) while pregnant. A Dhampir is a Revenant without Family Disciplines or Family Weakness, although if the mortal parent is from a Revenant Family the Dhampir has a 50% chance of inheriting either one or both traits (roll a die separately for the Family Discipline spread and the Family Weakness). The Dhampir is born under a Blood Bond with the Koldun. The offspring of a Dhampir and a mortal has a 50% chance of being born a Dhampir. The child of two Dhampirs, or a Dhampir and a Revenant, will always be a Dhampir. Two Thin-Blooded vampires cannot produce offspring under any circumstance.
| |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: Lost Koldunic Ways Thu Aug 02, 2012 10:11 pm | |
| Hmm, I will offer you some worthwhile feedback on this as soon as I can, k? | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: Lost Koldunic Ways Fri Aug 03, 2012 1:59 am | |
| No worries. I've been a bit away as well as I'm up to the neck with overdue deadlines (un-deadlines?).
I did post this on WW's forum, though, and someone (I think Baron Samedi) pointed that there's a level 5 Koldunic Ritual from Players Guide to High Clans that does exactly what my lvl 1 is supposed to do...
Didn't think that power would be considered so high level, but... | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: Lost Koldunic Ways Mon Aug 13, 2012 8:22 pm | |
| Okay, trying to keep momentum here. lol =)
Is there a way you could dumb it down so that your power is a lvl 1 version of that lvl 5 power? like, would a five minute limit be feasible or something? That doesn't mean you have to re-think the whole idea, does it? | |
| | | Agathe De Lannuie
Posts : 78 Join date : 2012-07-09 Age : 45 Location : France
| Subject: Re: Lost Koldunic Ways Mon Aug 13, 2012 11:01 pm | |
| | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: Lost Koldunic Ways Mon Aug 13, 2012 11:35 pm | |
| there's actually little +'s and -'s on the right side of the posts that you can hit for +1's and such.
Each +1 increases the person's Willpower, as you can see, Agathe's just went up 1.
...However, I still am not a coherent, sentient being, as my WP is only at 1... thanks guys, lol | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: Lost Koldunic Ways Tue Aug 14, 2012 2:39 am | |
| ^ this. is. so. cute! *dies* | |
| | | valismedsen
Posts : 75 Join date : 2012-06-11 Age : 41 Location : Rio de Janeiro, Brazil
| Subject: Re: Lost Koldunic Ways Tue Aug 14, 2012 2:43 am | |
| btw, thanks once again for the feedback. i'm really busy until the end of the month, but hopefully in september i'll rise from my own ashes. gattison, weren't we supposed to be finishing the abyss book by now (or possibly october...)? how's our cronogram? | |
| | | Gattison Admin
Posts : 306 Join date : 2012-06-03 Age : 44 Location : New England, USA
| Subject: Re: Lost Koldunic Ways Tue Aug 14, 2012 3:54 am | |
| lol, thanks.
Well fine, ce la vie n shit.
And I "wanted" to have the book done by August because I was started classes on the 1st, but... oh well... I can organize shit well, so, multitasking it is!
I was going to start a new thread though to discuss exactly this issue though. | |
| | | Sponsored content
| Subject: Re: Lost Koldunic Ways | |
| |
| | | | Lost Koldunic Ways | |
|
Similar topics | |
|
| Permissions in this forum: | You cannot reply to topics in this forum
| |
| |
| April 2024 | Mon | Tue | Wed | Thu | Fri | Sat | Sun |
---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | | | | | | Calendar |
|
Latest topics | » Anda, the lost Swede on the steppeThu Nov 13, 2014 7:01 pm by crawlerotn » *The Sound of Crickets...*Thu Nov 13, 2014 4:37 pm by crawlerotn » "Anarahath... COME ON DOWN!"Thu Nov 13, 2014 4:35 pm by crawlerotn » Where did this come from?Thu May 15, 2014 7:28 pm by Gattison» APPENDIX II - Ahriman's AbyssiaryWed Mar 26, 2014 6:39 pm by Gattison» Someone, somewhere... knows Byrsa's story....Fri Mar 14, 2014 1:22 am by Gattison» CHAPTER 2 - Abyss Mysticism: Black MagicsThu Mar 06, 2014 4:05 am by Gattison» Abyssal AlchemyMon Apr 15, 2013 11:06 pm by valismedsen » Checklist: The CountdownMon Apr 15, 2013 6:39 pm by Gattison |
Statistics | We have 21 registered users The newest registered user is jeaneves
Our users have posted a total of 679 messages in 46 subjects
|
Who is online? | In total there is 1 user online :: 0 Registered, 0 Hidden and 1 Guest None Most users ever online was 87 on Mon Apr 12, 2021 5:20 am |
Legalese: The Small Printing | Sat Jun 23, 2012 9:27 pm by Gattison | The following text was copied and pasted directly from the only source I could find it using Google-fu. If you know of a more official source or a more up-to-date release, please let us know. Don't "suggest" I contact WW themselves... that's on my to-do list, lol. =)
General Source: The Carpe Noctem website.*
Main Source: The Carpe Noctem Reference Guide: [url=http://carpenoctem-online.com/wiki/index.php?title=Reference_Guide%3A_WHITE_WOLF_SITE_GUIDELINES]White Wolf Fan-Site …
[ Full reading ] | Comments: 6 |
Like a Pack of Grey Jackals | Sat Jun 23, 2012 9:16 pm by Gattison | So far we don't have that many friends, but we seem to be steadily expanding, albeit slowly, so hopefully this list will eventually get much bigger. =)
Allies of the Grey Jackals:
Steve Markley's The Howling Void
Echoes of Empires
| Comments: 0 |
Memories: We Were So Young and Stupid... | Sat Jun 23, 2012 7:43 pm by Gattison | This is the original version of our mission statement/greeting/recruitment attempt, posted here for posthumous appreciation, enjoy!
Gattison, valismedsen, and I have decided to combine our abilities and formed 'Grey Jackal Fan Productions'. We’re going to be constructing a compendium, book by book for Vampire. As we complete supplements they’ll be edited and slotted into the greater …
[ Full reading ] | Comments: 0 |
The Grey Jackal | Fri Jun 22, 2012 10:07 pm by Gattison | Firstly, it all started here, so go ahead and check that out if you actually haven't yet. =)
And, I suppose you're all wondering why I've summoned you...
Welcome, to Grey Jackal Fan-Supplements, a group of creative and enthusiastic fans of the Classic World of Darkness. So far, our members from the boards are valismedsen, Anda, DanielPLanman, Gattison, Drkcv, and Ihatealllife.
We have …
[ Full reading ] | Comments: 0 |
|