Difference between revisions of "Białowieża Forest Kraina"
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== Powers (Mental - Occult) == | == Powers (Mental - Occult) == | ||
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+ | You may use a single cast ritual action to cast all the levels you know. | ||
=== ⚫ Domain Breach === | === ⚫ Domain Breach === |
Latest revision as of 06:20, 20 July 2021
Contents
Powers (Mental - Occult)
You may use a single cast ritual action to cast all the levels you know.
⚫ Domain Breach
Challenge: N/A Cost: One Blood Duration: One Month
The koldun is so in tune with his domain that he is able to detect when an intruder makes her way within its borders. This Koldunic isn’t so focused as to identify and spotlight the location of the intruder, instead providing adequate forewarning in advance of a surprise. A common tactic upon sensing a visitor is to follow up by sending animal spies. When cast within the caster’s haven, the power creates an auditory or visual effect to alert the koldun that an intruder has entered. This signal could be anything the thaumaturge desires — a bell ringing in another room or the door slamming shut behind the trespasser — but it is the same for the duration of the power (although the koldun can change the form the signal takes from casting to casting). Note that the thaumaturge must actually be present within the building for the alarm to be effective, and the signal must be small and subtle. Gunshots do not count as small and subtle. The power lasts for one month once used.
⚫⚫ Fingers of Białowieża
Challenge: N/A Cost: One Blood Duration: One Month
As the undisputed master of your haven, everyone else suffers a two-trait penalty to all Challenges inside and in the immediate vicinity of your haven. Combatants exhibit less prowess, and others are generally less capable near your domain. Those weak in Courage shake at the thought of approaching your residence (A courage check must be made with a difficulty equal to the Koldun’s mastery of this path). This power lasts for one month. ( We will just assume this is up on your haven if you have the power.)
⚫⚫⚫ Zamówienie Mistrza
Challenge: N/A Cost: One Blood Duration: One Month
By becoming mystically attuned to your haven, you instinctively know where every one of your possessions lies in the haven so long as you are in it. This only works on inanimate objects and fleshcrafted servitors. Additionally, any object that leaves your haven without your permission mystically seeks to return, using a circumstance and "good fortune" to find its way back. The power lasts for one month and can be renewed monthly to keep its effects persistent. If the power is not maintained for even one month, the haven loses its connection to all of the objects not within it
⚫⚫⚫⚫ Portal Czasowy
Challenge: N/A Cost: One Blood Duration: One Month
As master of your haven, you may temporarily warp the space inside it so that a doorway connects instead to another doorway you choose. A closet door could instead open into the laboratory, or the bathroom on the third floor might be made an escape route into the back garden. Anyone following the thaumaturge through the door will end up where it should normally open to; a clever thaumaturge will use this to lead pursuers into an oubliette or trap while escaping. This power lasts until sunrise.
⚫⚫⚫⚫⚫ The White Tower
Challenge: N/A Cost: One Blood Duration: One Month
The Białowieza takes its name from Djabelek’s notorious tower built of his victims’ bleached white bones, stacked high to make a particularly foreboding haven. The tower has long been absent from the forest, but occasional tales of its reconstruction emerge from the wilderness — and not always in the Białowieza Forest.
This koldunic power causes the walls, both exterior and interior of the koldun’s haven to become a bleached white color and extremely durable, it takes 10 aggravated damage to break through, it also counts as being living material for the purposes of Visceratika.
This power also fuddles the minds of intruders in your haven, causing them to become hopelessly confused and wander in circles, no matter how small and plain the haven might actually be. Any intruders must succeed in a Mentals (Occult) Challenge against you or else be trapped inside the haven until the koldun breaks the spell or until it wears off naturally. Any person affected by The White Tower will be unable to remember details of the protected haven even after he has left its influence until such time as he visits the haven when it is not ensorcelled. Note that while intruders affected by this power will be unable to effectively pursue you through your haven, they may still fight and defend themselves normally if you engage them. This power lasts for 24 hours.