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Posted: Wed May 14, 2008 1:32 pm
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Posted: Wed May 14, 2008 1:35 pm
LORE OF THE FUNDAMENT • MANIPULATE GRAVITYThe demon can alter the way gravity affects her body, allowing her to leap enormous distances, hang suspended in the air or plunge at her foes like a meteorite. System: Roll Strength + Athletics. The demon can leap (or climb) up to 20 yards per success, or fall a similar distance without suffering injury. Completely canceling the effect of gravity requires a number of successes equal to the character's Stamina. Characters who defy gravity aren't weightless, per se — they are still affected by outside forces as normal. The effects of this evocation last for a single turn. Torment: Monstrous demons who perform this evocation leave a wash of turbulence in their wake, randomly increasing or decreasing the effects of gravity on surrounding objects or people who pass within a number of yards equal to the demon's Torment score. The Storyteller is free to use her discretion when describing the chaotic effects that occur in the monster's passing. •• MANIPULATE ADHESIONThe demon can affect her body's adhesion to physical objects. She can run up walls, hang from a ceiling or cling to the side of a moving car like a spider. System: Roll Dexterity + Athletics. The difficulty is determined by the angle of the surface relative to the earth. Running up a steep slope is difficulty 6, while a vertical surface is 7. Moving along an inverted plane (like a ceiling) is difficulty 8. The character can move up to three yards along such a surface per success rolled. The effects of this evocation last for a single turn. Torment: When a monstrous demon performs this evocation, the surfaces with which she interacts are warped by her passing, causing them to radiate waves of intense heat and leave patterns of the demon's hands and feet on the surface. Individuals coming into contact with these surfaces in the same turn as the demon touched them suffer one level of lethal damage. • • • MANIPULATE INERTIAThe demon can affect the inertia of anything she touches, stopping it dead or granting it irresistible force. She can snatch projectiles out of the air (providing she can see them), or throw an object farther than any human could imagine. System: Roll Dexterity + Athletics. The demon can throw an object up to 30 yards per success rolled, regardless of her Strength. Snatching a projectile out of the air requires rolling a number of successes equal to or greater than the projectile's damage dice. For example, a thrown knife inflicts Strength + 1 damage. If the person throwing the knife has Strength 3, you must roll four or more successes for your character to catch the knife. Your demon has to be able to see the projectile to affect it. Rocks, knives, even arrows are possible candidates, but bullets aren't. If your demon throws a projectile at a target, each extra success achieved becomes an automatic level of damage. The effects of this evocation last for a single turn. Torment: Items affected by a monstrous demon become inherently unstable for a period of time, creating potential for disaster for the next person who tries to use them. For a period of turns equal to the character's Torment, any item that was the focus of this evocation causes a botch on a rolled 1, 2 or 3 when used for any reason. • • • • MANIPULATE ACCELERATIONThe demon can affect the acceleration of her own body, granting her supernatural speed and force. System: Spend one Faith point and roll Dexterity + Athletics. Each success allows your demon to walk up to 10 yards per success per turn, jog 20 yards per success or run 40 yards per success per turn. If used in combat, treat these successes as automatic levels of damage for hand-to-hand, melee or ranged attacks using thrown weapons. These damage levels can be split among multiple targets if desired. The effects of this evocation last for a single turn. Torment: The accelerations of a monstrous demon so disturbs the air around her that she is surrounded by an aura of blistering heat that radiates out a number of yards equal to the character's Torment score. Living beings caught within the area of effect suffer one level of bashing damage. • • • • • MANIPULATE COHESIONThe demon can manipulate the state of any inanimate matter she touches. She can walk on water or air or break down solid objects into their component particles. System: The demon must be able to physically touch the matter she wishes to affect. Spend one Faith point and roll Stamina + Science. The difficulty depends on the matter involved and the degree to which it is affected. Changing water to ice or steam is difficulty 6. Increasing the cohesion of water or air to the degree that it briefly supports the demon's weight is difficulty 7. Vaporizing wood, cloth or other low-density material is difficulty 8, while doing he same to high-density material such as metal or stone is difficulty 9. Each success allows the demon to affect one cubic foot of matter. The effects of this evocation last for a single turn, after which the materials affected return to normal or remain in their current state if it's natural for the material in question. Living beings targeted with this effect suffer a level of lethal damage for each success gained on the roll. Torment: Matter affected by a monstrous demon remains inherently unstable for a number of turns equal to the character's Torment, changing states at random. The Storyteller is free to use her discretion when describing the chaotic effects that occur in the wake of the demon's manipulation.
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Posted: Wed May 14, 2008 1:42 pm
LORE OF HUMANITY • TRANSLATEThe demon can understand (and be understood by) mortals, regardless of what language they speak. System: Roll Manipulation + Empathy. The evocation affects a number of people equal to the successes rolled. The demon can understand the speech of each affected individual and he understood in turn, even if all of the individuals involved speak completely different languages. The effects of this evocation last for the duration of the scene. People who speak different languages do not understand each other when this power is used on them. Torment: Monstrous demons must overcome the obstacle of their own Torment, or the words they hear are filtered through their own anger and obsessions. After the evocation is used successfully, a Willpower roll is made with a difficulty equal to your character's Torment. If successful, your character understands the words of those around her as they are intended. If the roll fails, your demon's understanding of what is said is skewed by her own hatred and despair. A greeting is misunderstood as a threat, or an honest answer sounds evasive or outright deceptive. The Storyteller is encouraged to make this Willpower roll on behalf of the character and keep the results secret, tailoring the information the player hears accordingly. • • INSINUATEThis evocation causes mortals to instinctively regard the demon as a potential friend, allaying any initial feelings of distrust or suspicion and engaging their interest in her. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well. System: Roll Manipulation + Empathy. The evocation affects a number of individuals equal to the successes rolled. Each person resists the evocation with a Willpower roll. If the Willpower roll fails, affected individuals trust the demon within reason and talk freely and openly with her, lowering the difficulty of any of the demon's subsequent Manipulation rolls by one. The effects of this evocation last for the duration of the scene. Torment: Monstrous demons who perform this evocation have the opposite effect on the mortals they encounter. Affected individuals use the demon's Torment as the difficulty for their Willpower rolls. If a roll fails, the person is overcome with feelings of revulsion and anger, and treats the demon with intense apprehension and fear. The difficulties of all Intimidation rolls directed at these individuals decrease by two. • • • FADEDemons using this evocation literally fade into the background. Mortal eyes simply pass over them unless the demons choose to call attention to themselves. Demons (and thralls who have been gifted with the demon's resistance to illusion) are immune to the effects of this evocation. System: Roll Presence + Manipulation. Mortals resist with a Willpower roll ( difficulty 8 ). If successful, the demon goes unnoticed by mortals unless she does something to call attention to herself such as make physical contact or speak to them directly. These effects persist for the remainder of the scene or until the demon wills them to cease. Torment: Monstrous demons who perform this evocation fade from the sight of ordinary mortals, but stand out like beacons for those consumed by anger or a lust for violence. • • • • CONFESSMortals engaged in conversation with the demon respond to his questions with complete candor. Unless made aware of it later with direct questions about events, the mortal affected by this evocation does not remember the details of the conversation. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation as well. System: Spend one Faith point and roll Manipulation + Subterfuge. The target resists with a Willpower roll (difficulty 7). If your roll is successful, the demon can ask the mortal any questions she wishes, and the mortal answers with complete honesty. The effects of this evocation last for a number of turns equal to your character's Faith score. Torment: Monstrous demons are able to draw out only a mortal's dark nature, learning her secret animosities, lusts and ambitions. • • • • • ALTER MEMORYThe demon is able to manipulate a mortal's memory, changing or removing any recollection of his dealings, or planting memories where none were before. Unless gifted with a demon's resistance to mind-control, thralls can be affected by this evocation. System: Spend one Faith point and roll Manipulation + Subterfuge, If your character attempts to alter or remove an existing memory, the difficulty is 7. Planting a completely false memory is difficulty 8. A resisted Willpower roll is made for the target (difficulty 7). You must achieve a number of excess successes determined by the Storyteller, depending on the intensity and breadth of the memory or memories that your character tries to manipulate. Editing or removing the memories of a brief encounter requires one success, while planting or altering a series of memories covering a period of days or weeks requires two or more successes. Altered or fabricated memories are permanent. Torment: Monstrous demons who perform this evocation also cause bouts of sleeplessness, anxiety and despair that take days or weeks to subside. Nightmares persist for a number of nights equal to the character's Torment score. Each night, make a Willpower roll for the victim with a difficulty equal to the demon's Torment. If the roll fails, the victim loses a temporary Willpower point. If the victim runs out of Willpower points, she gains a temporary derangement.
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Posted: Wed May 14, 2008 1:47 pm
LORE OF THE CELESTIALS • LAMP OF FAITHThis evocation, allows a Devil to detect the presence of mortals or other demons in her vicinity by causing their store of Faith to flare like a beacon that only she can see individuals glow with a pale blue light, varying in intensity depending on the strength of their Faith, while non-living objects lose color, fading into dark silhouettes. System: Roll Perception + Alertness. This evocation affects all living beings within a radius in yards equal to the character's Faith, Demons targeted by this evocation (and aware of its use) can resist its effects with a successful Willpower roll ( difficulty 8 ). Extra successes permit the character to detect these beacons of Faith through intervening obstacles, allowing the demon to detect hidden individuals as well. Seeing through an interior wall or door requires one extra success. Seeing through a brick wall requires two extra successes. Seeing past thick metal bulkheads or a vault door might require three or more extra successes. This special sight persists for a turn. Torment: Monstrous Devils receive the opposite effect of this evocation; their eyes see only those individuals whose souls have become so hollowed out by their evil acts that they are literal voids of spiritual energy. These soulless individuals (including other demons with a Torment of 9 or more) appear to the demon as patches of blackness against the dark background of the physical world. • • SEND VISIONIn their former role as the Creator's divine Heralds, the Namaru were often called upon to convey God's messages across the length and breadth of the cosmos, delivering Heaven's commands as potent visions that filled a Celestial's mind with images of majesty and wonder. After the Fall, the Devils still made extensive use of this lore, communicating detailed orders to their subordinates in the rebel host or smiting their foes with frightening visions of infernal wrath. System: Roll Manipulation + Expression. Devils may use this evocation to send complex instructions to fellow demons at the speed of thought. Unlike an invocation, this vision fills the recipient's mind like an illusion or a waking dream, playing out whatever scene the sender wishes to convey in the blink of an eye. The amount of information the sender can convey depends on the number of successes generated by your roll. Each success allows the sender to describe one turn's worth of action. For example, if a Devil wishes to instruct one of her fellow demons to go outside, get in a car and start the engine, the player would need three successes to fully convey her instructions. These instructions can be shared simultaneously to a number of individuals equal to your character's Faith. These visions can be sent only to recipients within the sender's line of sight. This power may be used on mortals and demons alike. Torment: Monstrous demons use this evocation to shock or frighten their foes in battle. The sender can affect a number of targets equal to her Faith, as long as they are within her line of sight. Each success generated by your roll inflicts a level of bashing damage against the targets as they are struck with terrifying visions of the Devil's wrath. Unlike normal bashing damage, this mental assault cannot be soaked. If the evocation inflicts more levels of bashing damage than a target's Wits, the target must make a Willpower roll ( difficulty 8 ) or suffer a temporary derangement. • • • PILLAR OF FAITHThroughout the birth of the cosmos and the early days of Paradise, the Heralds were at the forefront of every major effort mandated by Heaven, bolstering the energies of other Celestials wherever necessary. System: Roll Manipulation + Leadership. This evocation allows the Devil to add her Faith to the efforts of another, as long as the Devil knows the demon's Celestial or True Name and can draw a line of sight to him. Each success adds a bonus die to the target's next evocation roll. The Devil cannot provide more bonus dice than her permanent Faith score, and if the recipient's roll botches he still loses a point of Faith as normal. The user of Pillar of Faith does not lose any Faith when "lending" it. Repeated use of this evocation on a single target does not cause bonus dice to accumulate. Torment: Monstrous demons may use this evocation only to block or negate the efforts of another. This phenomenon works like any other resisted dice roll, with the Devil's successes negating any successes generated by her opponent. Again, the Devil must know the target's Celestial or True Name to perform this evocation. • • • • THE FIRE OF HEAVENThis evocation allows the Devil to channel her Faith as a withering blast of pure white fire, smiting her target with the wrath of a fallen angel. System: Spend one Faith point and roll Dexterity + Athletics. The character may target any individual or object within a range in yards equal to her Faith score. Every success generated by the roll inflicts one level of aggravated damage (or lethal damage if the target does not deal in aggravated damage). Torment: Monstrous demons are unable to focus the fiery power of their Faith in a concentrated bolt. It erupts from them in all directions as a storm of raging energy instead. When a high-Torment demon uses this evocation, the infernal fire strikes everything within a number of yards equal to the character's permanent Faith score. The blast inflicts one level of aggravated damage per success to everything in this radius. • • • • • HAND OF FAITHThe mandate of the first Celestial House was to act as the voice of the Creator and to ensure that His Grand Design was fulfilled within the bounds of angelic free will. If one of the Celestials deviated too far from the Creator's design in the process of Creation, the Heralds were able to manipulate the evocation as it happened, modifying the outcome to within acceptable limits. Although this mandate was only rarely enforced, this evocation more than any other spawned the tendency of the other Houses to jealously guard their prerogatives and regard the Heralds with no small amount of resentment. System: Spend one Faith point and roll Manipulation + Leadership. Hand of Faith allows a Devil to usurp another Celestial's evocation, directing its effects as she desires. You must generate more successes on your Faith roll than the player of the demon performing the evocation does with his, and your character must know the initiator's Celestial or True Name. If successful, the Devil can alter the evocation's target and its effects as if she were the one using the power. If the Devil does not roll enough successes to seize control of the evocation, the attempt fails and the evocation proceeds as originally intended. When used in combat, the Devil must have a higher initiative than the demon performing the evocation — Hand of Faith cannot be performed as a reflexive action. Torment: Monstrous Devils are not able to manipulate other demons' evocations, but they can cause evocations targeted at them to rebound and affect their initiators. Again, you must generate more successes on your roll than the demon performing the evocation in order to succeed. If successful, apply the effects of the evocation against the initiator (if the evocation has an area effect, center it on the initiator). The Devil must know the initiator's Celestial or True Name to perform this evocation. BEL, THE VISAGE OF THE CELESTIALS The apocalyptic form of the Lore of the Celestials reveals the fallen as a luminous, lordly angel, radiating divine grandeur and authority. Her skin literally glows, wreathing her in an aura of golden light that shifts in intensity depending on her mood. Her eyes blaze with the cold light of the stars. Despite her actual physical appearance, the fallen seems to tower over everyone around her. The Visage of the Celestials confers the following abilities: • Wings: A pair of eagle's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. • Lordly Mien: The character's aura of divine authority lowers the difficulty of her Charisma and Manipulation rolls by two. • Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulty of her Perception rolls by two. • Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulty of all Awareness rolls by two. Torment: As the character loses herself to her dark nature, her authority remains as strong as ever, but the glow that suffused her dims to a sullen red. Her wings turn leathery, and her eyes become as black as the void. Where she was once a vision of nobility, she now carries herself as a haughty tyrant. The Visage of the Celestials confers the following high-Torment abilities: • Claws/Teeth: The character manifests claws and fangs that inflict Strength +2 aggravated damage. • Scales: The character's skin is covered with dark, lustrous scales that provide four dice of armor protection against physical attacks. • Increased Size: The character's body grows to a third again its normal height, adding the following bonus Traits: +1 Strength, +2 Dexterity, +1 Stamina. • Dread Gaze: Individuals (mortal or demon) who meet the demon's gaze and who fail a Willpower roll (difficulty 7) must forfeit their actions for the turn.
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Posted: Wed May 14, 2008 1:51 pm
LORE OF FLAME • FUELThe Devil's command of flames allows her to fuel existing fires with the power of her Faith, turning a simple source of heat into a raging inferno with a thought. System: Roll Stamina + Survival. If there is a source of fire or heat within a number of yards equal to her Faith score, the Devil can increase its size by one square foot per success. Torment: Monstrous Devils fuel the strength of an existing blaze rather than its dimensions. Each success increases the fire's lethal damage rating by one. • • IGNITEA Devil's mastery of fire as a fundamental force of Creation allows him to inspire its existence at will. System: Roll Stamina + Survival, This evocation allows the Devil to cause flammable objects to burst into flame. The character may attempt to ignite any object within a number of yards equal to her Faith score, and you must obtain a number of successes in excess of the target's resistance to combustion. Gasoline, gunpowder or other explosive material might have a resistance of 1. Dry, flammable objects like wood or paper might have a resistance of 2. Inert metal might be rated 5. Water and strictly nonflammable materials cannot be ignited with this power. Fires ignited in this fashion are no more intense than natural flames, and they inflict damage accordingly. Torment: Monstrous Devils are too fueled by hatred to perform this evocation with precision. All flammable objects within a radius in yards equal to the character's Faith score are affected. A single evocation roll is made with some materials igniting and others remaining unaffected, based on successes rolled. • • • COMMAND THE FLAMEThe Devil's mastery of flame allows her to direct a fire by the force of her will — the blaze swells, shrinks, moves and consumes all that she commands. System: Roll Wits + Survival and total the number of successes achieved. The successes form a pool that you use in subsequent turns to control the progress of the fire. Rolls to control the fire are made against a difficulty of 8, although that may increase depending on circumstances such as active sprinklers and fire-retardant materials, at the Storyteller's discretion. Successes generated by the roll allow your character to cause the fire to grow by one square foot per success, shrink by the same amount or spread in a specific direction up to a yard per success. The player may add to this pool with subsequent Wits + Survival rolls on successive turns, if desired, but the pool can never exceed the character's permanent Faith rating. If at any time you fail to roll any successes, the fire burns out of control for that turn. If a roll botches, control is lost completely. Torment: High-Torment Devils have less facility in controlling fire's movements, but their rage increases the flames' intensity. A monstrous demon's control pool is halved (rounded up) for all actions, with the remaining dice added as damage levels to the harm that the fire is capable of inflicting. • • • • HOLOCAUSTThis evocation is the ultimate expression of the power of fire. It consumes in order to make way for new life by transforming divine energy into cleansing flames. System: Spend one Faith point and roll Stamina + Survival, although your dice pool for the roll cannot exceed the target's Faith pool. Your demon must physically touch her intended target to perform this evocation. Each success inflicts one level of aggravated damage (or lethal if the victim does not deal in aggravated damage) to the target and consumes one point of the target's temporary Faith. This form of attack can be used on inanimate objects as well. Most physical matter has no more than one point of Faith suffusing its physical being, though especially sacred objects may have considerably more. Physical objects burned this way are reduced to ashes when all their inherent Faith is consumed (objects therefore bum much quicker than normal). Torment: Monstrous demons delight in feeding the cosmos to the flames. Roll• your full dice pool, although damage levels inflicted in excess of the target's available Faith are taken from your character's Faith pool. Additionally, if the evocation causes more damage than the target is capable of sustaining, the remaining aggravated levels of damage are suffered by your Devil as she loses her focus in the ecstasy of destruction. • • • • • RIDE THE FLAMESBy performing this potent evocation, a Devil does not merely command the fire, she is the fire, transforming her physical body into flame and directing it by the power of her will. System: Spend one Faith point and roll Stamina + Survival. A Devil has two options when employing this power: She can either join her essence with an existing blaze or become a pillar of fire by converting her available Faith. In either case, your demon's body literally transforms into flame, consuming her clothes and any possessions she carried. While becoming a pillar of fire means the flame occupies the same dimensions as the character's physical body, your demon can increase this area by one square foot for each additional Faith point you spend. Once transformed, your Devil is a formless mass that shifts size and shape according to her will. While in this state, you use the character's Willpower pool rather than her normal Attributes and Abilities to perform any actions, splitting this pool for multiple actions as normal. She may effectively travel anywhere air can go — under doors, through crevices. If she lashes out at an opponent in combat, roll dice equal to her Torment score to determine damage. The fire of your character's body is unaffected by water or other fire-suppression technology, as it is fueled by faith instead of a mere chemical reaction. The drawback to this condition is that the fire must be fed continually or it dies out. Each turn, your character must devote some of her Willpower pool to consuming flammable material. One success is sufficient. Failing that, her flame shrinks by one square foot at the end of the turn. The fire does not spread like a normal fire; it remains a self-contained entity, leaving only charred remains of the matter it consumes. If the fire shrinks to less than one square foot or you botch a Willpower roll at any point, your character transforms back into her physical form. Torment: Monstrous demons are unable to fully realize the transformation into flame. These fallen become fiery, skeletal figures, instead, their blackened bones wreathed with flame, and howling their rage and pain with tongues of fire, High-Torment demons use their normal Attributes and Abilities to move, attack and otherwise act in a given turn, but they cannot move with the speed or ease of true, mutable flame. Furthermore, their bodies are wracked with agony. If they do not inflict at least one level of damage or combust one square foot of material per turn (with a successful Willpower roll), they suffer one level of lethal damage as the fire feeds upon their physical bodies. NUSKU, THE VISAGE OF THE FLAMES These demons reveal themselves in a blaze of yellow-orange light. Their skin glows with the seething brilliance of the sun, and their image shimmers like a mirage. Their eyes take on the color of burnished gold, and when angered, the Nusku radiate palpable waves of heat. An angel's hair becomes a deep red or reddish-gold and thickens into a leonine mane. Open flames flare brightly in his presence, seeming to bow toward their master as the tongues of flame are drawn to the divinity in their midst. The Visage of the Flames confers the following capabilities: • Shroud of Flames: The angel is surrounded in a nimbus of supernatural flame that distracts and confuses her foes. The difficulty of all ranged or melee attacks directed at the character increases by one. • Immunity to Fire: The character suffers no damage from heat or fire. • Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if a Devil with an initiative of 7 gains an extra action, she take her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. • Improved Initiative: Add two to the character's initiative score. Torment: As the fallen becomes consumed by her demonic nature, her skin turns black like smoke and seems to seethe with patterns of sullen red that pulse with the demon's beating heart. Her eyes glow like coals, and her thick hair writhes in a spectral wind. The Visage of the Flames confers the following high-Torment capabilities: • Claws/Teeth: The character manifests claws and fangs that inflict Strength +2 aggravated damage. • Lashing Tail: The character manifests a long, reptilian tail tipped with a curved, bony spike that inflicts Strength -1 aggravated damage. • Increased Size: The character's body grows to a third again its normal height, adding the following bonus traits: +2 Strength, +1 Dexterity, +1 Stamina. • Fiery Blood: The character's blood burns like magma. Flammable objects hit with more than a few drops burst into flame, and opponents in close combat suffer one level of lethal damage each time they successfully inflict damage on the character.
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Posted: Wed May 14, 2008 1:53 pm
LORE OF RADIANCE • VOICE OF HEAVENThis evocation allows a demon to speak with a voice like thunder or with the clear, perfect tones of a crystal bell. The clarity and power of the demon's words command instant attention, forcing even the most frenzied mind to pause and consider what the ancient spirit has to say. System: Roll Manipulation + Leadership. A Devil may use this evocation to affect everyone up to a distance of 10 yards times her Faith ( difficulty 8 ), or focus on a single individual (difficulty 6). The player may issue a single command to the target, who may then attempt to resist the command with a Willpower roll. If the victim scores fewer successes than the Devil, he must obey the demon's command. When the Devil speaks, her voice can be heard clearly regardless of the level of ambient noise. She could speak into a raging typhoon and still sound as though she were speaking directly into the recipient's car. This evocation has no effect on other demons or thralls with protection from mind-control effects. Torment: Monstrous demons use this evocation to mouth a furious stream of blasphemy and hatred that is so charged with power that it strikes the minds of mortals and thralls like a physical blow. Each success inflicts one level of bashing damage to targets, though they can attempt to resist this damage by making a Willpower roll with a difficulty equal to the demon's Torment. Demons can be affected by this form of the evocation and can resist its effects using Willpower as well. If any damage is suffered, they must also make a Courage roll to avoid gaining a temporary point of Torment. • • EXALTThe power of the demon's commanding voice is enough to instill hope in the weakest of hearts, spurring mortals to put aside their fears and steal triumph from the jaws of defeat. System: Roll Manipulation + Leadership. Each success is a bonus die that the target may add to a single dice pool for that turn. The demon may affect a number of mortals (including thralls) up to her Faith rating. Each individual benefits from the full amount of bonus dice. Demons cannot be affected by this evocation. Torment: The sneering tone of a monstrous Devil has the opposite effect on mortals. Each success is subtracted from the mortals' dice pools for actions taken in a single turn. If a target's dice pool is reduced to zero or below, the mortal may not act in that turn. • • • AURA OF LEGENDThis evocation awakens atavistic memories buried deep in the human subconscious, renewing the ancient bonds of fealty that once bound humanity and the fallen in the face of Heaven's tyranny. The ties run so deep that when they arise, it can sometimes drive all other thoughts from a mortal's mind, leaving only the urge to fulfill the ancient duty once more. System: Roll Manipulation + Leadership. The Devil can affect a number of mortals equal to her Faith, as long as they are within line of sight and able to hear the demon's voice. If the number of successes rolled exceeds a target's Wits, she is immediately filled with a sense of devotion and loyalty toward the demon. She instinctively defends the demon from attackers, and follows reasonable orders without question. If your successes are less than the target's Wits, the target's player can resist the power's effects with a successful Willpower roll ( difficulty 8 ). Thralls of other demons targeted with this evocation use their demonic masters' Willpower to resist its effects. Thralls with mind-control resistance can automatically resist the evocation's effects by spending one Willpower point. Mortals remain loyal to the demon for the duration of the scene. A person can be a target of this power only once per scene. Torment: Monstrous demons do not inspire loyalty. They fill their victims with urges of hate and violence. Mortals affected in this way succumb to a murderous frenzy, attacking the nearest living beings within reach. • • • • THE MARK OF THE CELESTIALSDuring the War of Wrath, both angels and demons found ways to signify their friends and enemies, subtly altering auras to make subjects easier to find or as marks of anger and shame so that anyone who encountered subjects would know their crimes and treat them accordingly. System: Spend one Faith point and roll Manipulation + Expression. The Devil must know her target's name (in the case of a demon, the Celestial or True Name is necessary), and be able to touch him. She must then pronounce the nature of her mark so that the subject can hear it (e.g., "Let every man give him shelter no matter where he travels."). The number of successes achieved determines the potency and the effectiveness of the mark. One success allows the mark to last for a single day. Two successes give it a life span of a week. Three allow it to last for a month. Four or more successes cause it to remain for a year. Whenever another person encounters the marked individual, the total number of successes is compared to the person's Wits. If the successes exceed the newcomer's Wits, the person behaves as directed toward the subject without hesitation. If the successes are less than the person's Wits, she may make a Willpower roll (difficulty 7) to resist the imperative. Demons with at least one Faith point and thralls with immunity to mind-control are able to make their own judgments on a subject. Torment: Monstrous demons can create only marks that promise violence and misfortune for the bearer, and a Willpower roll is made for mortals who try to resist the mark's command (difficulty equals the Devil's Torment). • • • • • REVELATIONAlthough mortals and demons alike use artifice to conceal their true natures, this evocation allows a Devil to strip away a mortal's layers of deception and reveal them for who they really are. It's a moment of truth that many do not have the heart to endure. System: Spend one Faith point and roll Perception + Intuition in a resisted roll against the target's Willpower. If you win the roll, your character sees the individual for who he really is — his Nature, attitudes and beliefs. If questioned, the individual cannot He or be indirectly deceitful; his answers are direct and straightforward, sparing no detail. By the same token, the individual himself must face the harsh, unyielding truth about his strengths, weaknesses, virtues and faults. At the end of the scene, the target must make a second Willpower roll (difficulty 7). If successful, the target gains a permanent point of Willpower, having faced the worst aspects of her identity and accepted them. If the roll fails, the target loses one permanent Willpower. If the target botches the roll, the individual loses three permanent Willpower and acquires a temporary derangement. This power has no effect on other demons, but it does affect thralls. Torment: Monstrous Devils are not interested in revealing a mortal's personal virtue. They wish to only crush egos to render victims more malleable, or to stoke the fires of dark impulses. When a high-Torment demon performs this evocation, the effect exaggerates a subject's worst qualities, giving them greater emphasis than the rest of the individual's personality. If the mortal's player fails her initial Willpower roll to resist the evocation, the character's impulses override her identity for the duration of the scene. QINGU, THE VISAGE OF RADIANCE The apocalyptic form of the masters of Radiance is an incandescent figure wreathed in a corona of jewel-like color. Their physical features have more in common with the smooth perfection of marble than with human skin. Their voices are pure as crystal, and they cut through the petty din of the mortal world like a razor. The Visage of Radiance confers the following capabilities: • Wings: A pair of eagle's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. • Inhuman Allure: The character's voice and features are refined to inhuman perfection, adding the following bonus traits: +2 Charisma, +1 Manipulation, + 1 Appearance. • Radiant Aura: The character's body is wreathed in a corona of shifting, multicolored hues that distract and confuse her foes. The difficulties of all ranged attacks directed at the character increase by one. • Sense the Hidden: The character is supernaturally adept at sensing mortals or demons who attempt to hide from her. The difficulties of all Perception rolls to detect hidden individuals within the character's line of sight decreases by two. Torment: As the angel gives in to her demonic nature, the colors of her aura become muted, flaring up in angry reds and blues when she grows angry. Her features retain their alabaster perfection, but where they once inspired wonder, they now radiate an air of cold menace and cruelty. The Visage of Radiance confers the following high-Torment capabilities: • Voice of the Damned: The demon's voice seethes with inhuman hate and malice. The difficulties of all Intimidation rolls decrease by two. • Casts No Reflection: The demon's image does not appear in a mirror. Nor can it be captured in a photograph or by a video camera. • Corrosive Spit: The demon's spit sears like acid, A bite inflicts an additional health level of aggravated damage, or the character can spit at a target up to 10 feet away with a successful Dexterity roll. The spittle inflicts one die of aggravated damage, plus any extra successes rolled. Targets such as mortals that do not deal in aggravated damage suffer lethal damage instead. • Horns: A pair of curved ram or bull's horns protrude from the character's forehead. If attacked in close combat, the character may make a free counterattack at his foe. Roll Dexterity + Brawl. If successful, the character inflicts aggravated damage equal to Strength-1.
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Posted: Wed May 14, 2008 1:55 pm
LORE OF AWAKENING • FIND THE FAITHFULThis evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith. System: Roll Perception + Awareness. The difficulty depends on how much information your character has concerning the subject. If she has the subject's mundane name, the difficulty is 8, If the subject is a demon and the character knows the subject's Celestial Name, the difficulty is 7. If she knows the demon's True Name the difficulty is 6. The Scourge can detect and home in on an individual up to a number of miles away equal to her permanent Faith score. Demons being actively sought in this manner can use their supernatural awareness to detect the search as a reflexive action (see the section on inherent powers for details). If a demon detects the search, he may avoid detection with a Willpower roll ( difficulty 8 ). If he gets more successes than the Scourge, he evades the search. Torment: Monstrous demons can detect only sources of spiritual decay or corruption. They may use this evocation to seek out individuals whose Faith or Willpower has been reduced to zero. • • CLEANSEScourges use this evocation to purify a living being, be it plant, animal or human. By focusing their Faith on a target, any poisons, infections or diseased tissue are literally expelled from the body, emerging as a black, viscous fluid. System: Roll Stamina + Medicine. The difficulty of the roll depends on the virulence and scope of the disease or poison. Cleansing a body of the effects of alcohol is difficulty 6, while a virulent disease such as tuberculosis or cancer is difficulty 8 or higher. The process is all or nothing. The evocation overcomes the illness or it doesn't, and only one attempt may be made by a single demon on a single subject for a specific instance of an ailment or poison, A Scourge must be able to touch her target in order to perform this evocation. Torment: Monstrous Scourges use this evocation to spread sickness and corruption. Each success generated by a Faith roll inflicts one level of bashing damage to a living victim. What's more, the victim suffers an additional level of bashing damage and loses one temporary Willpower point each day thereafter as the corruption spreads through the victim's system. The sickness cannot be cured with medical attention. It continues to affect the victim for a number of days equal to the Scourge's Faith score. • • • HEALThis evocation allows the Scourge to heal even the worst injuries of demon and mortal alike. System: Roll Stamina + Medicine. The Scourge can heal all of a target's bashing damage or one health level of lethal or aggravated damage per success. The character must be able to touch her target to perform this evocation. Torment: Monstrous Scourges use this evocation to poison a victim's body. Each success lowers a target's Stamina temporarily. If the target loses all of her Stamina, she falls into a coma and suffers one health level of aggravated damage (or lethal damage if a victim is not subject to aggravated damage) per hour per success remaining unless she receives medical attention immediately. Stamina is lost for a number of days equal to the demon's Faith score. • • • • ANIMATEThis powerful evocation allows a Scourge to infuse non-living objects with the breath of God, giving them a form of rudimentary life. System: Spend one Faith point and roll Intelligence + Crafts. The total number of successes achieved forms a dice pool that you roll for any actions that the animated object performs in a given turn. The object is not intelligent or self-aware, it is an extension of the demon's will. The demon may animate a number of objects equal to her permanent Faith score at one time. The effects of the evocation last for a single scene. A demon must first touch an object in order to animate it, but he can control it from a distance as long as he can see it. Torment: A monstrous Scourge is capable of animating an object as easily as her low-Torment peers, but the objects she touches are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each object per turn. The difficulty of the roll is equal to your demon's Torment. If a roll fails, your demon loses control of that object for the duration of the turn and it goes berserk, attacking the nearest living being it can reach. If the demon is content to allow an object to run amok, no roll is needed. • • • • • RESTORE LIFEThis potent evocation allows a Scourge to breathe life into the bodies of the dead, restoring their vitality if not their souls. Unless a soul is available to be connected to the body, the result is a mindless zombie under the demon's complete control. System: Spend one Faith point and roll Stamina + Medicine. The difficulty depends on how long the body has been deceased. A freshly dead corpse is difficulty 6, while one dead for several days or as long as a week might be difficulty 7 or higher. Older bodies cannot be restored. If successful, the body is returned to life, but unless the Scourge is also able to furnish the body with a soul, the result is a mindless zombie that the demon can control. Disembodied fallen may possess these animated corpses with the Scourge's permission, or they can try to wrest control from the demon with a resisted Willpower roll. The effects of this evocation last for a single scene, unless you wish to spend a temporary Willpower point to make the restoration permanent. Your demon may restore a number of bodies at any given time equal to her Faith score. Subjects must be within your character's Faith score in yards to be affected. Torment: A monstrous Scourge is capable of restoring life as easily as her low-Torment peers, but the bodies she raises are filled with the taint of her anger and pain. Unless she controls them with an iron will, they lash out at the nearest living things they find, friend or foe. Make a Willpower roll for each raised body per turn. The difficulty is equal to your demon's Torment. If a roll fails, the demon loses control for the duration of the turn, and the body goes berserk, attacking the nearest living being it can reach. If your character is content to allow the body to run amok, no roll is needed. DAGAN, THE VISAGE OF AWAKENINGS The apocalyptic form of the masters of animation infuses the angel's mortal body with the blush of youth and vibrant health — even the oldest mortal vessel appears to be in the prime of life and moves with inhuman grace, speed and strength. This aura of life and vitality radiates as a palpable sense of warmth, like a beam of sunlight, and every living being touched is temporarily suffused with its power. Wilted flowers return to full bloom, the injured gain strength and the old forget their afflictions. The Visage of Awakenings confers the following special capabilities: • Aura of Vitality: Living beings (plant or animal) within a number of yards equal to your character's Faith are infused with restorative energy. Individuals within this area heal any bashing damage at the rate of one health level per turn. • Pass Without Trace: The difficulty of the character's Stealth rolls decreases by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage. • Improved Physical Capabilities: The fallen gains the following bonus traits: +1 Strength, +1 Dexterity, + 1 Stamina. • Wings: A pair of owl's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is rail. The character can glide up to three times her running speed per turn. Torment: As the Dagan become consumed by their demonic nature, their command of life and vitality turns in upon itself, transforming their mortal bodies into a breeding ground for disease and cancerous tumors. They are covered with misshapen growths and weeping sores, and their flesh is damp and spongy to the touch. The Visage of Awakenings confers the following high-Torment special capabilities: • Miasma: The demon's breath reeks of gangrenous rot that can have a debilitating effect on her foes in close quarters. The demon can affect victims up to a distance in feet equal to her Faith score. Mortals and demons caught in the path of her exhalation forfeit their actions for the turn unless a successful Stamina roll is made (difficulty 7). If a roll botches, a victim is also infected by a virus or disease at the Storyteller's discretion. • Extra Health Levels: The demon gains three extra Bruised health levels for the purposes of sustaining bashing, lethal and aggravated damage. • Viscous Flesh: The diseased flesh of the Dagan sloughs away when pinned or trapped, leaving a would-be assailant covered in rotting flesh. The difficulty of grappling the demon increases by two, and the character can escape from bonds such as ropes or handcuffs with a successful Dexterity roll. • Extra Limbs: The demon grows a second set of arms or a prehensile tail, at the player's discretion. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (all which are considered multiple actions). A prehensile tail is half the character's height, uses only half the character's Strength (rounding down) to lift objects and allows the character to hang suspended.
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Posted: Wed May 14, 2008 1:58 pm
LORE OF THE FIRMAMENT • REMOTE VIEWINGThis evocation allows a Scourge to sec through the eyes of one of her thralls. This form of viewing is strictly passive; the demon is merely a spectator along for the ride. System: Roll Perception + Empathy. The Scourge may see through her thrall's eyes for a number of turns equal to the successes rolled. There is no range limitation for this evocation. Torment: When a monstrous demon uses this evocation, it causes blood vessels to burst in the mortal's eyes. When the demon breaks contact, the mortal must make a Stamina roll with a difficulty equal to the Scourge's Torment. If the roll fails, the thrall is blinded for a number of days equal to the total number of turns the evocation was in effect. If the roll botches, the thrall is blinded permanently. • • SCRYThe Scourge must know one of the names of her intended subject or be able to hold one of the subject's possessions: car keys, an article of clothing. The demon can observe the subject and her surroundings, no matter how far away. System: Roll Perception + Empathy. The difficulty depends on the level of connection to the subject: Using a mortal's name or a physical possession is difficulty 8. A demon's Celestial Name is difficulty 7. A True Name is difficulty 6. The amount of detail gained depends on the number of successes rolled. One success provides only a visual image of the immediate area around the subject. Two successes expand the visual sphere out from the subject to a distance in yards equal to the Scourge's Faith score. Three successes adds audio; the demon can hear the subject's voice, but no one else. Four or more successes allow the Scourge to hear everything that occurs around the subject. This evocation lasts a number of turns equal to your character's permanent Faith score, or the connection can be broken voluntarily at any point. Torment: The weight of a monstrous demon's attention causes a severe headache in the subject, as well as feelings of mounting paranoia and aggression. The Storyteller must make a Willpower roll (difficulty 6) for the subject in each turn that she is observed. If a roll fails, the subject suffers a level of bashing damage and reacts with increasing anger and aggression toward the people around her, increasing the difficulty of all Social rolls by two for the duration of the scene. If the roll botches, the subject gains a temporary derangement as well. • • • MOUTH OF THE DAMNEDThis evocation allows the Scourge to speak and act through the body of one of her thralls. This is more like a form of remote control than outright possession, though. The demon remains firmly ensconced in her host body and simply directs her will through the bond between herself and her thrall, and he may do so at any distance. System: Roll Manipulation + Leadership. The number of successes determines how many of the thrall's dice you can roll for any given action during a turn. This dice pool cannot be greater than the maximum number of dice the thrall would normally get for an action. When your demon speaks through her thrall, voice, expressions and mannerisms are the Scourge's. The effects of this evocation last for a number of turns equal to your character's permanent Faith score. Torment: Monstrous demons have few scruples about a thrall's faculties; an unfortunate mortal risks permanent brain damage when controlled. Each turn the demon performs an action with the mortal's body, the Storyteller makes a Stamina roll for the thrall. If the roll fails, the mortal loses one point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the roll fails, the thrall loses one point of Intelligence. • • • • TOUCH FROM AFARScourges can use this evocation to direct their powers at a target outside their line of sight, as long as they know one of the target's names or possess an article of great personal attachment to the target, such as a treasured possession or a lock of hair. System: Spend one Faith point and roll Manipulation + Awareness. Your demon can affect targets as far away as 10 miles times the character's current Faith pool. Then follow the system for performing whatever evocation your character uses, but the difficulty of the roll is determined by the amount of information she has on her target. If she only has the target's mundane name or a personal possession, the difficulty is 9. If the target is a demon and she has his Celestial Name, the difficulty is 8; if she has the target's True Name, the difficulty is 7. If the demon targets one of her own thralls, the difficulty is reduced to 6. Area-effect evocations are centered on the individual targeted. Torment: The searing focus of a monstrous demon's attention fills a subject with visions of horror and madness. When a high-Torment demon uses this evocation, the Willpower roll is made for the target with a difficulty equal to the demon's Torment. If the roll fails, the target gains a temporary derangement. If the roll botches, the derangement is permanent. These effects are in addition to the results of whatever evocation the Scourge directs at the target. • • • • • MANY PLACES AT ONCEThis evocation is similar to Mouth of the Damned, except that the Scourge is capable of speaking and acting through multiple thralls at the same time. System: The demon can affect a number of thralls equal to her Wits score, though if she affects fewer targets than her total Wits, she can also control her own body at the same time. Otherwise, the demon's body falls into a deep coma until the evocation expires. Spend one Faith point and roll Manipulation + Leadership. Successes achieved form a dice pool to roll for each of the thralls under the character's control. In addition, the character may perform an evocation through one of the thralls under her control each turn, using her own dice pool. Multiple thralls can be controlled over a number of turns equal to your character's permanent Faith score. Torment: Each turn the demon performs an action with a thrall's body, the Storyteller makes a Stamina roll for the mortal If the roll fails, the subject loses one point from the relevant Attribute permanently. If the demon uses the thrall only to speak, the Storyteller makes a Willpower roll instead. If the roll fails, the thrall loses one point of Intelligence. Additionally, if a monstrous demon performs an evocation through the body of one of her thralls, the thrall gets a Stamina roll with a difficulty equal to the demon's Torment. If it fails, she suffers one level of lethal damage. ANSHAR, THE VISAGE OF THE FIRMAMENT These Angels of the Firmament reveal themselves as lithe, ethereal figures with pale skin and large gray eyes. When they speak, their voice echoes faintly, as if from a great distance, and they alternate between bouts of quiet distraction and periods of intense, disquieting scrutiny. The Visage of the Firmament confers the following special capabilities: • Enhanced Senses: The character's five senses are heightened to superhuman levels, lowering the difficulty of Perception rolls by two. • Wings: A pair of owl's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. • Enhanced Intuition: The character's uncanny insight lowers the difficulty of all Intuition rolls by two. • Enhanced Dodge: The difficulty of all Dodge rolls decreases by two. Torment: Monstrous Anshar seem to retreat even further from the physical realm, shrouded in a disturbing mantle of shadow and mist. Their skin turns an almost translucent gray, and their bodies become bony and emaciated, the skin stretched taught over their faces until they resemble leering skulls. The Visage of the Firmament confers the following high-Torment capabilities: • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best light and rendering her near-invisible at night. The difficulty of all Stealth rolls decreases by two whenever the demon stands in shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker. • Multiple Eyes: The demon gains four to six extra eyes, sprouting from her head and/or neck. These extra organs give the demon 360-degree vision and lower the difficulty of all Perception rolls by two. • Improved Initiative: The character adds two to her initiative. • Claws: The character manifests claws that inflict Strength +2 aggravated damage.
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Posted: Wed May 14, 2008 2:00 pm
LORE OF THE WINDS • SUMMON WINDThis evocation allows the demon to call up a wind seemingly from nowhere. The Scourge can control the wind's general direction and use it to gain increased distance on a leap or hamper the effectiveness of ranged weapons. System: Roll Stamina + Survival. The total number of successes rolled determines the strength of the wind summoned. Depending on how the wind is used, this strength can be added as a number of automatic successes to an Athletics roll (to leap a long distance, for example), it can increase the difficulty of a ranged attack staged against your character, or it can be used as a dice pool to exert force against an object (such as pushing open a door, knocking a person over). The wind persists for only a single turn. Increased winds can be applied across any distance that your character can see. Torment: When monstrous demons summon up a wind, it is tainted with the reek of a charnel house, stinking of death and decay. Anyone caught in this blast must make a successful Stamina roll (difficulty 7) or suffer one level of bashing damage that may not be soaked. If such a roll botches, the victim forfeits all actions that turn due to extreme nausea. • • FIST OF AIRThis evocation allows a demon to manipulate air pressure, allowing her to crush objects, stun living beings or cause them to burst apart from within. System: Roll Stamina + Survival. Each success inflicts one health level of bashing damage to living beings. If directed at non-living objects, successes rolled are considered Strength points on the Feats of Strength chart to determine how much effect the blast of air has on a target. Your character must be able to see her target to use this evocation on it, and the effects persist for one turn, Torment: Monstrous demons are capable of drawing on their hate to intensify the force of this evocation to the degree that it inflicts lethal damage on living targets. • • • COMMAND THE WINDWhen a Scourge uses this evocation, he is surrounded by swirling winds that become extensions of his will. He can use these gusts of air to manipulate objects. System: Roll Dexterity + Survival. The total number of successes achieved forms a dice pool that you can roll for your character to perform any action that involves moment or control of objects or targets. The difficulty of actions that require fine motor control (typing, putting a key in a lock) is 9. The Scourge can affect objects up to a distance in yards equal to her Faith score. The effect of this evocation lasts for the duration of the scene. Torment: The winds stirred by a monstrous demon become a foul miasma that chokes the lungs of anyone touched by them. Every living being within the range of the demon's evocation suffers one level of hashing damage per turn that cannot be soaked using armor. Filtration or breathing apparatus such as gas masks provides the only source of protection from this poisonous air. • • • • WALL OF AIRWhile Scourges can stir air into an angry gale with but a word, they can also condense it into an impenetrable barrier, stopping solid objects as though they'd struck a stone wall. When this evocation is performed, the air visibly distorts, like old, wavy glass. The stronger the barrier is, the more opaque it becomes. System: Spend one Faith point and roll Stamina + Survival. The total number of successes achieved is a dice pool that can be used to soak all ranged attacks (as if it were armor) or to make resisted rolls against all close-combat attacks. The wall covers 10 square feet times the character's Faith score, and your Scourge can make the wall any size or shape desired within that limit. A resisted Strength + Athletics roll (difficulty 7) must be made versus the wall's dice pool to push through it. The wall can be placed anywhere within the Scourge's line of sight up to a distance in yards equal to her Faith score. The wall remains in place for the duration of the scene unless removed sooner at your character's will. The wall fades immediately if your character is Incapacitated. Torment: Monstrous demons create walls of air that resemble weaves of writhing gray mist and sear the flesh like acid. Individuals who attempt to force their way through the barrier suffer a number of lethal damage dice equal to the demon's Torment. • • • • • CYCLONEThis potent evocation allows the Scourge to infuse the air with the power of his Faith, stirring up a raging whirlwind in the time of a heartbeat. This furious storm affects everything it touches, but the demon can focus it against a specific target if desired. System: Spend one Faith point and roll Stamina + Survival (difficulty 7). The total number of successes achieved determines the Strength of the wind that your character summons that turn. The storm affects everything out to a distance in yards equal to your character's current Faith pool: Light objects are tossed about, doors are blown open, windows are broken. Compare the Strength of the storm to the Feats of Strength chart to determine how much force the wind can exert. If your character wishes, he can focus the effect of the cyclone against a specific target with a successful Willpower roll (difficulty equal to the cyclone's Strength). A storm can be targeted within range of your character's line of sight. Once per turn, roll a number of dice equal to the Strength of the storm. Each success inflicts one level of bashing damage to living beings caught within, or on whom the storm is targeted. Your character can make the storm center upon himself, or he can center it elsewhere when targeting it, without personal harm in either case. On each turn after the first, the storm loses one point of Strength and its radius shrinks by one yard, unless your character wishes to sustain it (make another Stamina + Survival roll and spend another Faith point). Torment: The hungry heart of a monstrous demon's storm sucks the very air from the lungs of the living to add to its strength. Every living being (save your character) within the radius of the cyclone suffers one level of lethal damage each turn as they struggle for air. If the storm's Strength exceeds the demon's Willpower it spirals out of control, affecting everything it touches including the demon herself. ELLIL, THE VISAGE OF THE WINDS The monarchs of the air reveal themselves as tall and lithe, with large eyes and swift, graceful movements. When in revelatory form, the Ellil are constantly surrounded by shifting winds that ebb and flow with the intensity of their emotions. Any smoke or steam in the area is often sucked by these winds into a swirling vortex that circles their heads and shoulders like an ominous halo. The Visage of the Winds confers the following special capabilities: • Supernatural Vision: The character can see five times as far as a normal human, allowing the Ellil to see objects at 50 yards as clearly as if they were 10 yards away as long as there is even a weak source of light (such as moonlight) present. This effect also lowers the difficulty of all visual-based Perception rolls by two. • Wings: A pair of owl's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. • Perfect Balance: The difficulty for all Athletics rolls involving leaping and tumbling decrease by two. • Immune to Falling Damage: The character does not suffer damage of any kind incurred as the result of a fall, regardless of the height. Torment: Ellil who succumb to their demonic nature grow lean and hatchet-featured, their faces dominated by their large, unblinking eyes. Their once-magnificent wings grow ragged and mangy, and their tall figures become stooped; they prefer to crouch rather than stand. They are always restless, unable to sit in any one place for more than a few minutes at a time. The Visage of the Winds confers the following high-Torment special capabilities: • Claws: The demon's fingers and toes are tipped with thick, curved talons that inflict Strength +2 aggravated damage. • Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if a demon with an initiative of 7 gains an extra action, she takes her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. • Quills: The demon's shoulders and upper arms are covered with a ruff of sharp quills that pose a hazard to foes in close combat. An attacker who successfully hits a demon in close combat suffers one health level of lethal damage unless a successful Dexterity roll (difficulty 7) is made. • Caustic Bile: The demon is capable of vomiting a stream of corrosive bile at her foes, able to strike targets up to a number of feet away equal to her Faith score. A successful Dexterity + Athletics roll is needed to hit a target. The bile inflicts Strength -1 aggravated damage.
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Posted: Wed May 14, 2008 2:03 pm
LORE OF THE EARTH • EARTH MELDThis evocation allows the demon to bond her physical body with the earth beneath her feet. As long as the evocation is in effect, she cannot be moved or picked up or knocked down unless she wishes it. System: Roll Strength + Survival. If successful, the Malefactor is bound to the earth and cannot be moved from that spot unless she wishes. Torment: Monstrous demons can sink into the soil and move beneath the earth in any direction they wish. The number of successes rolled determines how many yards the demon can cover in linear travel. Each turn of movement requires a Strength + Athletics roll. If the roll fails, the demon is forced back to the surface. • • ROIL THE EARTHThis evocation allows a Malefactor to cause the earth to give up its buried secrets. By concentrating on a particular kind of object (e.g., gold, iron, corpses), the demon causes the earth around her to roil and churn, forcing the objects of her desire to the surface. System: Your character determines what she seeks within the earth, and you make a Strength + Survival roll. The number of successes rolled determines the radius in yards — including depth — from your character that is affected by the evocation. If the object or material is within that area, it is forced to the surface. Torment: Monstrous demons can use this lore to create a kind of vortex that sucks objects below the surface. Demons or humans affected by the evocation may attempt to dodge its effects if they have an available action that turn. The target is buried a number of feet equal to the total number of successes that you roll. Digging out of the tomb of dirt requires an extended Strength + Athletics roll ( difficulty 8 ), rolled per minute. Until the victim gains more successes than you rolled, she remains buried and suffers damage in the same manner as if she were drowning. • • • MOLD EARTHThis potent evocation allows the Malefactor to cause the earth to move and mold itself according to her whim, With a sweep of a hand, a wall of earth or stone can leap from the ground to shelter her, or a building's walls could flow like melted wax, creating a doorway that wasn't there before. System: Roll Strength + Crafts. The difficulty is determined by the type of material affected (unpacked dirt is difficulty 5; granite, difficulty 6; processed materials like concrete is difficulty 7). The number of successes rolled determines how many square feet of the material the demon can manipulate. The affected material can be directed to assume any shape or form the demon desires within those parameters. The material affected must be within a number of yards equal to the character's Faith, and changes imposed are permanent. Torment: Monstrous demons can affect the earth in the same fashion as less tormented demons, but the material manipulated is incredibly toxic. Living beings that make contact with this tainted earth suffer one level of lethal damage per turn of exposure. • • • • EARTH STORMThis evocation causes clods of earth and shards of stone or concrete to tear free of the ground and form a whirling storm of deadly projectiles surrounding the Malefactor, providing protection from attacks and supplying the demon with missiles to hurl at foes. System: Spend one Faith point and roll Strength + Survival. The number of successes achieved forms a dice pool that is rolled as armor to soak damage from any attacks directed at the Malefactor. The storm itself is centered on the fallen, and it moves as she moves. If the Malefactor wishes, she can sacrifice a die from her pool during any given turn to hurl a fist-sized projectile of earth or stone at a target. As with any ranged attack, roll Dexterity + Athletics to hit the target, with bashing damage dice pool equal to the character's Faith score. The evocation's radius extends for a number of yards equal to the character's Faith score. Individuals caught within this radius are whipped by gusts of stinging grit, increasing the difficulty of any actions taken by one. The effects of this evocation last for the duration of the scene. Torment: The barrage invoked by a monstrous demon is more akin to a sandstorm, flaying living beings alive and wearing inanimate objects away in moments. The high-Torment version of this evocation does not provide extra soak dice or ranged attacks, but inflicts lethal damage dice equal to the character's Torment to everything caught within the storm's radius, except the demon herself. Additionally, the swirling clouds of powdered dirt and stone serve to largely conceal the demon within, increasing the difficulty of ranged attacks directed at her by one. • • • • • EARTHQUAKEBy focusing the power of her will, the Malefactor can stir the pent-up energies deep below the earth's surface and create a brief but powerful tremor that can reverberate across an entire city. System: Spend one Faith point and roll Strength + Survival, and then allocate successes rolled between the intensity and extent of the tremor. The intensity of the tremor is added to the difficulty of any person's actions within the area and is used as a dice pool to determine damage to standing structures, A small wooden building like a shack has one or possibly two structure points, while a brick home might have as many as three or four. The difficulty for the damage roll is 6. If a building sustains more damage than it has structure points, it collapses. The extent of the tremor determines its effective radius. One success causes the tremor to affect a number of square feet equal to the character's Faith score. Two successes affect a number of square yards. Three successes affect a number of square miles. Therefore, a demon can cause immense destruction on a small scale, significant destruction on a medium scale or minor damage across a large scale. A tremor persists for one turn for each intensity point assigned to it. Torment: A high-Torment demon causes the earth to heave and spew toxic clouds that are thick with ash and that reek of brimstone. In addition to the previously detailed effects, the stinging air increases the difficulty of all Perception rolls made within the affected area by two, and victims suffer one level of bashing damage each turn they are exposed to the fumes. These effects continue for a number of turns equal to the earthquake's intensity. KISHAR, THE VISAGE OF THE EARTH These angels manifest as towering figures with dark skin that ranges from a creamy brown to utter black, and their bodies appear as though hewn from stone, with muscle and bone etched in sharp relief on a frame devoid of soft flesh or fat. The Kishar are hairless, and the irises of their eyes have the clarity and color of gemstones: ruby, sapphire, emerald, garnet, topaz and diamond. The air about them smells of freshly turned earth, rich with the promise of life. The Visage of the Earth confers the following special capabilities: • Increased Size: The character's body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Dexterity, +1 Stamina. • Immune to Bashing Damage: The character is immune to attacks that inflict bashing damage alone. • Irresistible Force: The difficulty of any Feats of Strength performed by the character decrease by two. • Night Vision: The character can see in total darkness as though it were daylight. Torment: Monstrous Kishar are huge and misshapen, their stone-like skin covered in sharp-edged nodules and spikes, and fissured with deep cracks that ooze a black, oily ichor. The Visage of the Earth confers the following high-Torment special capabilities: • Extra Limbs: The demon grows a second set of arms. Extra arms allow a character to parry or block close-combat attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (which are considered multiple actions). • Gaping Maw: The demon's metabolism is like a blast furnace, capable of consuming virtually any material without harm. Metal, stone or flesh is chewed up and digested with ease. The difficulty of bite attacks is lowered by two, and a bite inflicts Strength +4 aggravated damage. • Spikes: The demon's body is covered in sharp, stony spikes, adding two dice of aggravated damage to the Kishar's unarmed attacks. • Ichor: A foul black ichor covers the demon's body, making him difficult to grab or restrain. The difficulty of any grapple attempts directed at the demon increases by two.
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Posted: Wed May 14, 2008 2:05 pm
LORE OF PATHS • FIND PATHThis evocation permits the Malefactor to determine if a path exists between herself and a destination that fits the criteria she requires. The path is visible to only the demon and anyone she touches, revealing itself as a faint, silver-blue line, like a ray of moonlight. System: Your character sets the criteria for the path she seeks, and you make a Perception + Survival roll. The number of successes required depends on the criteria set and the distance covered. For example, if your character wants to find a path through a stretch of impenetrable forest or swamp, you might need only one success. If she wants a path across an open field that allows her to move unobserved, you might need two or more successes. A path that leads her unharmed through a raging house fire might require three or more successes. If the roll fails, the path cannot be found. Torment: Monstrous demons are able to seek paths just as their more human peers can, but the difficulty for such rolls is equal to the demon's Torment. The more murderous the demon is, the less she is prepared to perform a concentrated search. • • LAY PATHAt this level, a Malefactor doesn't have to look for a useful path. She can lay one to suit her needs, though it's not something that can he done on the spur of the moment. System: The demon determines the criteria of the path she wishes to lay, and the distance it is to cover. You make a Dexterity + Survival roll. The difficulty of the roll increases according to the complexity of the path. A shortcut that reduces travel time, allows the user to pass unobserved, and is wide enough to permit multiple people to walk it at once is very complex, and it could have a difficulty as high as 9 or 10. You must gain a number of successes equal to the length the path covers in hundreds of yards. These successes can be gained through an extended action, but they must be gathered over successive turns. Using the previous example, if your Malefactor wanted to lay such a path between two points that were 500 yards apart, you would need to gain five successes at a difficulty of 9 or 10. The path, once laid, is visible to only the Malefactor (though successful use of the Find Path evocation can detect it like any other path), and remains usable for a number of days equal to your character's permanent Faith score. The player can make the path permanent by expending a temporary Willpower point. Torment: Monstrous demons can lay paths as well, but the taint that becomes worked into the fabric of a trail makes the course unpredictable and dangerous. Rolls to traverse a path laid by a monstrous demon botch on a roll of 1 or 2. A botched roll causes the traveler to exit the path at a random point along its length, determined by the Storyteller — a potentially fatal mishap if the path in question leads under a lake or through a mountain. • • • CONCEAL PATHPaths, once formed, can be found and followed by any demon who has the eyes to look for them — unless they are camouflaged by the demon that made them. System: Roll Perception + Survival. Any demon who attempts to find the path later must gain more successes than the Malefactor when searching for the hidden route. This concealment lasts for a number of days equal to the character's permanent Faith score, or it can be made permanent with the expenditure of a temporary Willpower point. Torment: Monstrous demons do not hide a path so much as they lay a trap for the unwary. When the evocation is performed, the successes rolled become automatic levels of bashing damage that are inflicted on any other being that steps onto the path. This trap can be detected with a supernatural awareness roll, but it cannot be avoided or disarmed. Unlike the more benign form of concealment, this trap cannot be made permanent. It disappears after a number of days equal to the demon's Torment score. • • • • CLOSE PATHThis evocation allows a Malefactor to seal both ends of a path, denying its use to both friend and foe until it is opened again. Paths closed in this way are often "locked" using special words that can then be used as a kind of key to allow specific individuals access to the path while restricting others. System: Spend one Faith point and roll Dexterity + Survival. You must gain a number of successes equal to the length the path covers in hundreds of yards, and the effort can be accomplished in an extended roll over a period of successive turns. If successful, the path is closed. If travelers walk the path at the time, they are trapped within until the demon chooses to open it again. You can. spend a temporary point of Willpower and for your character to create a keyword that other demons (and thralls) can use to unlock and travel the path. Paths closed with this power can be forced open with a successful Willpower roll. The difficulty is equal to the Willpower that the Malefactor had when he closed the path, and the roll must net a number of successes equal to the closer's Faith score at the time. Forcing open a path in this way can be done as an extended action performed over a period of turns. Torment: Monstrous demons do not close paths — they collapse them. Again, you must gain a number of successes equal to the length the path covers in hundreds of yards, and your character can make the effort as an extended action over a period of turns. If successful, the path collapses and is destroyed. If travelers walk the path at the time, the consequences are dire. The Storyteller rolls Dexterity + Survival for each person (difficulty cool , If a roll is successful, that victim exits the path at a random point along its length. If the roll fails, she is lost between the physical and spirit realms and begins to suffocate. The Storyteller can continue to roll for a trapped victim each minute until she escapes or is killed. If the character dies, her body does not return to the physical realm. • • • • • WARP PATHThis evocation allows a Malefactor to warp the nature of an existing pathway, altering one or many of its parameters. The path can be traveled in a shorter or longer period of time, it can lead travelers back to their point of origin, it can lead to a different destination entirely, or it can simply loop back upon itself without end. System: Spend one Faith point and roll Dexterity + Survival. If your character wishes to increase or decrease the time to travel the path, travel time is altered by a factor equal to the successes rolled. If she wants to change the destination of the path or cause it to loop back on itself, you must roll a number of successes equal to the length of the path in hundreds of yards. The duration of the effect is a number of days equal to your character's Faith score, it or can be made permanent by expending a single Willpower point. Torment: Monstrous demons create warped paths that prey upon the minds of travelers, as well. In addition to any alterations made to the path itself, travelers crossing it must make a Willpower roll upon reaching their destination. If the roll fails, they gain a temporary derangement. If the roll botches, the derangement is permanent. ANTU, THE VISAGE OF THE PATHS The angels of the pathways closely resemble mortals at first glance. Their skin is deeply tanned, as though they'd spent a lifetime in the sun, and the skin around their dark eyes are deeply lined, casting their orbits in permanent shadow. It is only on closer inspection that the worry lines are revealed as intricate patterns that radiate from the angel's eyes and continue to run across the planes of her face, disappearing into her scalp and circling her throat in intricate tattoos. At night these lines reflect the moonlight in ghostly traceries that seem to shift and realign themselves as the angel speaks. The Visage of the Paths confers the following special capabilities: • Dead Reckoning: Your character is always aware of where she is in relation to known landmarks, no matter how far away those landmarks may be. Unless affected by spatially distorting evocations such as Warp Path, she can never lose her sense of direction. • Enhanced Perception: The difficulties of all Perception rolls decrease by two. • Improved Initiative: Add two to your character's initiative. • Flashing Fingers: The character is capable of supernatural sleights of hand, seeming to conjure items out of thin air, only to make them vanish again with a flick of the wrist. She can draw an item from a pocket or conceal an item without detection on a successful Dexterity + Athletics roll. Torment: Monstrous Antu cannot conceal the path lines crisscrossing their faces — they stand out as angry cuts of black and red against their tanned skin. The air shifts and trembles around them, waxing and waning depending on the intensity of their emotions. The Visage of the Paths confers the following high-Torment special capabilities: • Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage. • Alter Size: The demon can alter her physical size in order to slip through narrow gaps or crawl into impossibly small spaces. She can reduce her size to as little as a third of her original volume if desired. The difficulties of attacks directed against the miniature demon increase by two. • Mirage: Air warps around the demon, creating an optical illusion that misleads an opponent as to how far away the being really is. The difficulties of all ranged attacks against the demon are increased by two, while those of close-combat attacks are increased by one. Other demons can resist these effects as they can any other illusion. • Relentless: The demon can walk or run without need of rest, able to cover superhuman distances without pause. As long as she stays in motion she is unaffected by fatigue or hunger.
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Posted: Wed May 14, 2008 2:07 pm
LORE OF THE FORGE • ENHANCE OBJECTThis evocation allows a Malefactor to gain an innate understanding of an object and its intended function, simply by running her hands over it or working its moving parts. What's more, she can repair damaged objects or make adjustments that cause them to work better than before. System: Roll Perception + Crafts. The difficulty is determined by the relative complexity of the object: A hammer is difficulty 5, while a car is difficulty 8. High-tech objects such as a computer are difficulty 10. A single success grants the demon an innate understanding of how the object is constructed and the way it works; she can operate it as though she possessed a basic familiarity with its capabilities. If the object is damaged, the demon can repair it with a single success. If she wants to improve the way it works, each success lowers the difficulty needed to use the device. This method of refinement can be done only once to any given item, and it normally lasts for the duration of the scene. The demon can make the effects permanent, if she wishes, by expending a temporary Willpower point. Torment: Objects repaired or enhanced by a monstrous demon are tainted by the demon's hatred, infusing them with a tendency to inflict misfortune and death. On a roll of 1 or 2, such cursed items cause a botch when used. Weapons affected by this evocation strike the user or someone close to her when a botch occurs, at the Storyteller's discretion. • • ACTIVATE OBJECTWith this evocation, the demon can cause mechanical objects to operate by simple force of will. System: Roll Intelligence + Crafts. The difficulty is determined by the complexity of the object. Causing a door to open is difficulty 5, while making a pistol chamber a round and fire is 8. This evocation works only on objects that operate by simple, mechanical means. Hinges move, levers operate, but hammers don't pick themselves up and start banging away at nails. An elevator button could depress or a computer's power switch could turn on or off, but the inner workings of the computer's memory aren't affected. The character can affect a single object within a number of yards equal to her Faith score. Torment: A machine affected by a monstrous demon's will often breaks or goes wildly out of control, damaging or destroying itself in the process. When making the Stamina + Crafts roll to activate the object, also apply the number of successes rolled as damage levels to the object. • • • SHAPE OBJECTThis evocation allows a Malefactor to take matter and work it with ease. A wooden board can be worked into a model ship, a plate glass window can be worked into a delicate glass crown or a steel pipe can be shaped by the Malefactor's hands into a razor-edged sword. System: Roll Dexterity + Crafts. You must gain a number of successes depending on the complexity of the item your character wishes to create. A hammer requires one success, while a clock could require five or more. These successes can be gained through an extended action, allowing the character to work on an item, set it down and come back to it hours or even days later. The difficulty to create sophisticated machines, such as internal-combustion engines or electrical generators is 9 and could require 10 or more successes to complete. High-tech items such as computers pose a difficulty of 10 and could require as many as 15 or more successes to complete. Items created exist permanently unless destroyed. Torment: Objects created by monstrous demons are dangerous and unpredictable, equally capable of inflicting tragedy as they are of functioning as designed. Objects created in this fashion botch on a 1 or 2 when used, and the wielder or someone close to him suffers the consequences. • • • • ENCHANT OBJECTThis powerful evocation is the one most often associated with the angels of the earth: the ability to infuse objects with supernatural qualities that can make ordinary mortals into heroes — or monsters. Many such objects are specifically created for that purpose, but Malefactors are also adept at taking pre-existing items and infusing them with frightening new capabilities. System: Creating an enchanted object is a laborious and expensive process, requiring substantial investments of time and energy. If the Malefactor creates the object intended for enchantment, the difficulty for performing the evocation is 6. If she works with an existing object, the difficulty is 8. To enchant an item, the demon must first possess a lore path that evokes the investiture in question. For example, if the demon wants to create a magic mirror that shows an illusion of perfect beauty to whomever looks into its depths, she needs to possess at least one dot in the Lore of Light, the path governing illusions. More complex effects could conceivably require a combination of pertinent lore. If the demon wanted the mirror to sense a mortal's deepest desire and present an illusion depicting it, he would need some measure of the Lore of Light and the Lore of Humanity. The Storyteller is the final arbiter on what lore is needed (and at what level) to create a particular object. Enchanted items draw upon the wielder's inherent belief to perform their supernatural functions. Mortals (including thralls) require a successful Willpower roll ( difficulty 8 ) to access an object's abilities, while demons require a successful Faith roll (difficulty 6). This roll must be made each time the item is used. If either roll botches, the character loses one point of the relevant trait. Alternatively, characters can attune an object to them and create a permanent link that keeps the item energized at all times. Attuning an item thus costs one point of permanent Willpower (in the case of mortals and thralls) or 1 point of permanent Faith (in the case of demons). Once attuned, the character can use the device at will without requiring a dice roll to activate it. If the demon possesses the required knowledge, make an extended Dexterity + Crafts roll and expend a Faith point. The number of successes required depends on the power and scope of the enchantment. A simple creation such as a knife that never loses its edge requires one success. A key that opens any lock requires five. A magic mirror that shows a mortal attaining her deepest desire requires 10. If a creation roll botches, the item is destroyed. This evocation cannot be used on high-tech items such as computers or other electronic hardware. Torment: Monstrous demons create cursed objects that consume the souls of their owners and wreak misery on those close to them. Cursed objects botch on a roll of 1 or 2, and the consequences of such a mishap are always directed at either the wielder or any friends or loved ones who happen to be nearby. Further, instead of making a dice roll to activate the object, mortals (including thralls) lose one point of Willpower with each use, while demons gain one point of temporary Torment. • • • • • IMBUE OBJECTWhile the ability to enchant objects made the Annunaki much sought after among the fallen, this evocation made them equally feared as well, allowing a Malefactor to bind a soul — mortal or demon — into a specially prepared reliquary or object. System: Your character must prepare a suitable vessel to hold the spirit in question. This vessel must be made of natural materials and be shaped by hand. If the Malefactor made the vessel herself, the difficulty to perform the evocation is a 6. Otherwise, it's 8. With this vessel in hand, your character can use this evocation on any disinterred spirit (such as a demon stripped of its host body or a ghost) within a number of yards equal to her Faith score. Spend one Faith and roll Stamina + Crafts in a resisted roll versus the target's Willpower. If your effort is successful, the spirit is bound into the vessel. Mortal souls bound this way cannot interact with the physical world. Demons, on the other hand, can still use their inherent powers and their lore paths, provided they have available Faith, (Any existing pacts with mortal thralls remain in effect). The only way to free a soul thus bound is to destroy the vessel that contains it. Torment: Monstrous demons who bind souls with this evocation are tainted by the Malefactor's Torment, twisting the spirits into maddened, malevolent entities. Mortal souls bound in this fashion suffer a permanent derangement, determined by the Storyteller. Fallen bound thus have their permanent Torment increased by the number of successes generated by the Stamina + Crafts roll used to anchor them. MUMMU, THE VISAGE OF THE FORGE The angels of the forge appear as giants hammered from the black iron of the earth, their powerfully muscled forms lit with veins of hot magma, and their eyes shining like disks of burnished brass. Their voices are deep and thunderous, like the roar of a furnace. When in their apocalyptic form, these fallen are immune to extremes of temperature and pressure. They can handle hot coals as mortals do ice cubes. The Visage of the Forge confers the following special capabilities: • Master Artisan: The difficulties of all Crafts rolls decrease by two. • Increased Size: The character's body grows to a third again its own height, adding the following bonus traits: +2 Strength, +1 Dexterity, +1 Stamina. • Thunderous Voice: The character's shout shatters glass and makes stone tremble. Individuals within a number of yards equal to the character's Faith suffer four dice of bashing damage. This ability may be used only once per scene, and it requires an action to perform. • Immune to Fire: The character is immune to damage from fire. Torment: High-Torment Mummu are nightmarish creatures of iron skin and serrated blades, surrounded by a haze of smoldering brimstone. Their eyes are twin globes of roiling fire, and wherever they go, electrical devices go berserk: lights flicker and televisions and radios are afflicted with static. The Visage of the Forge confers the following high-Torment special capabilities: • Blades: The fingers of the Mummu end in curved blades of razor-sharp iron, inflicting Strength +2 aggravated damage. • Extra Limbs: The demon grows a second set of arms. Extra arms allow a character to parry or block hand-to-hand or melee attacks without sacrificing her own attack, or make up to two additional attacks of her own per turn (which are considered multiple actions). • Magnetic Field: The demon is surrounded by a magnetic field intense enough to disrupt electronic devices within a radius in yards equal to the character's Faith. • Iron Skin: The character's iron-like skin acts as armor, providing four additional dice to soak bashing, lethal and aggravated damage.
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Posted: Wed May 14, 2008 2:10 pm
LORE OF PATTERNS • SENSE CONGRUENCEThis evocation allows a Fiend to sense localities or people that are at the heart of a convergence of consequential forces. By reading the forces at work in the great design, the Fiend can use this power to always be in the right place at the right time. System: Your character must specify what kind of event she tries to detect (e.g., the invocation of a summoning ritual, a car accident), and you roll Perception + Intuition. Your character can sense the pattern a number of days into the future equal to her Faith score. The number of successes determines how much information the Fiend receives. One shows the location where the event will occur, but not when or where. Two successes show the location and give an idea of when it will happen. Three successes show where and when the event will occur, as well as images of the people involved. Torment: Monstrous demons are able to use this evocation to search only for impending events of violence and destruction. • • TRACE PATTERNThis evocation allows the Fiend to view a particular event and analyze the various forces that caused it to occur. This insight comes in the form of vague impressions that sharpen into detailed images as the demon devotes her unblinking attention to them. System: Your character must be at the location where the event in question occurred to work this evocation. Make a Perception + Intuition roll. The number of successes rolled determines how detailed the picture of a particular event is. One success depicts the immediate circumstances surrounding the event. Two reveal a few minutes preceding the event. Three successes might take the demon back a quarter of an hour to give a broader idea of the forces leading up to the event. Torment: Monstrous Fiends can attempt to trace any pattern they wish, but they can focus on only sources of violence or injury that pertain to the event. • • • FORESEEThis potent evocation allows the Fiend to read the tides of fate in her immediate area and predict events and actions that are about to occur. System: Rolls Wits + Intuition. The evocation takes effect for a number of turns equal to the successes rolled. This evocation protects the Fiend from being taken by surprise and takes the character out of the normal initiative system. As the other players and the Storyteller announce actions in Initiative order, you can interject your character's action at any point during the turn. Torment: Monstrous demons are less interested in viewing the subtle shifts of patterns as they are in inflicting misery on their victims. The duration of the high-Torment version of this evocation is a single rum, but each success gives the demon a free dodge action that can be used against any attacks directed at the Fiend regardless of her own initiative. • • • • CAUSAL INFLUENCEA Fiend can use this powerful evocation to gain insight into events up to several days into the future, and depending on her intentions, she can home in on which causal threads she must affect to achieve a desired result. It's worth noting that this power provides the demon with information only; it's up to her (or her pawns) to shift fate in her favor. System: This evocation can be focused on a specific person (difficulty 6), place (difficulty 7) or upcoming event (difficulty 9). Spend one Faith point and roll Perception + Intuition. The number of successes rolled determines how many days into the future the Fiend can view regarding her subject. It also determines how many questions the player can ask the Storyteller about what the character sees. The evocation fills the Fiend's mind with a torrent of images, showing the most likely fate of a specific person, place or event, barring any outside interference. The Storyteller describes the course of events as though the demon were an outside observer. She isn't privy to the thoughts of the individuals involved, and she must decide the context and meaning of relationships and actions herself. As the player listens to the Storyteller's description, however, she can ask specific questions about why a particular action happens the way it does. This can provide clues to the demon that she can then use to influence the situation. For example, say a demon wants to observe the fate of one of her thralls. The player rolls Perception + Intuition and gets one success. She sees the events of the next day in the thrall's life and sees that he will be hit by a bus. Since the player rolled one success, she can ask one question of the Storyteller: Why does the bus hit the thrall? She then gets an image of the bus driver moments before the accident and sees that he is distracted by one of the passengers. Armed with this information, the demon can decide how she wants to try to affect the outcome according to her desires. Torment: Monstrous demons use this evocation to gain insight into the dangers surrounding an individual, and how to manipulate these risks to cause injury or misfortune. The high-Torment version of this evocation shows the Fiend where the subject (be it a person, place or event) is at risk of suffering an accident or other misfortune, and it shows the best way to cause the tragic circumstances to occur. In the example with the thrall and the bus, above, the high-Torment version of the evocation provides the same images, but the vision of the distracted driver indicates what must happen for the tragedy to occur. Because it's often difficult to tell the difference between a viewing that warns of a tragedy or that hints at causing one, the Storyteller has the option of making the Perception + Intuition roll on the player's behalf, presenting the information and letting the player decide what to do with it. • • • • • TWIST TIMEThis powerful evocation allows the Fiend to alter the flow of time within a small area, shifting it out of phase with the rest of the cosmos. The Fiend and anyone else within this bubble of distorted time may act faster or slower than the normal flow of the universe. System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by the effect the Fiend wishes to achieve. If she wants to speed time up (everything within the bubble moves faster than the world around it), the difficulty is 7- If she wants to slow time (everything within the bubble moves slower than the world around it), the difficulty is 8. If she wants to stop time (the outside world freezes in relation to the bubble) the difficulty is 9. The number of successes determines how many turns the evocation lasts. When the evocation is in effect, nothing and no one inside the bubble can interact with the world beyond, and vice versa. To the outside world, the demon and everyone within the bubble simply disappears. Within the bubble, actions may be taken as normal. Objects and individuals can exit the bubble (or be forced out), in which case they return to the normal time stream. If the Fiend herself exits the bubble, it collapses, returning the time stream to normal. Outsiders who enter the bubble's space do join its altered time unless your character wishes it. The maximum amount of temporal distortion is determined by a multiple or factor of the character's Faith score. For example, if the Fiend performing the evocation has a Faith of 5, she could choose the distortion to be as great as five to one: five turns for every one turn spent in the bubble, or vice versa. The bubble is centered on the Fiend and has a diameter in yards equal to the character's Faith score. Once created, the bubble docs not move. Torment: Monstrous demons use this evocation to hurl unsuspecting victims out of phase with the time stream. To the victim, the experience is instantaneous and horrifying, a momentary brush with the void between realms that leaves terrible scars on a person's sanity. The evocation affects every individual within a number of yards equal to the character's Faith score. Demons can resist the effects by making a resisted roll using their Willpower, with the difficulty equal to the Fiend's Torment Victims knocked out of phase disappear for a number of turns based on how fast or slow time passes in the bubble compared to the outside world. When they return to the normal time flow, victims lose one temporary Willpower for each turn they were out of phase. If this loss reduces their Willpower to zero, victims suffer a permanent derangement. NINSUN, THE VISAGE OF PATTERNS The angels of the great pattern have skins of indigo. Their hairless bodies are covered with intricate lines and patterns etched in silvery blue light that shifts and realigns depending on the angle of light and the intensity of the angel's mood. Their eyes are like bright sapphires, casting the cold light of the stars. The Visage of Patterns confers the following special capabilities: • Wings: A pair of swan's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. • Improved Initiative: The character adds two to her initiative. • Enhanced Intuition: The character's uncanny insight lowers the difficulties of all Intuition rolls by two. • Enhanced Mental Acuity: The character receives the following bonus traits: +1 Intelligence, +1 Wits, +2 Perception. Torment: Monstrous Ninsun lose their indigo hue and become as black as the void. The patterns covering their bodies take on the color of quicksilver, and their eyes are nothing but empty globes of darkness. An extra set of spindly arms gives these demons a distinctly arachnid appearance. The Visage of Patterns confers the following high-Torment special capabilities: • Aura of Misfortune: Any individuals caught within a distance in yards equal to the demon's Torment score suffer a botch on any roll of 1 or 2. • Extra Actions: Faith points can be spent to gain extra actions in a turn at the rate of one point per action. These actions occur in order of descending initiative, so if one of the Ninsun with an initiative of 7 gains an extra action, she takes her normal action at 7 and her extra action at 6. The player must decide to purchase extra actions at the beginning of a turn before any other actions have been taken. • Extra Limbs: The demon grows a second set of arms. Extra arms allow a character to parry or block close-combat attacks without sacrificing her own attack, or to make up to two additional attacks of her own per turn (which are considered multiple actions). • Sibilant Whispers: The difficulties of all Subterfuge rolls decrease by two.
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Posted: Wed May 14, 2008 2:12 pm
LORE OF PORTALS • OPEN/CLOSE PORTALSThis evocation gives a Fiend complete control of the portals she encounters. Doors and windows unlock, open or close at her command. System: Roll Manipulation + Intuition. The number of successes required is determined by the complexity of the portal and its attendant locking mechanisms. A simple residence requires one success, while a prison cell door might require as many as three. If successful, the portal unlocks and opens or closes and locks at the character's touch. Torment: Monstrous demons do not open or close portals so much as they smash them open or jam them shut. When a high-Torment demon affects a portal with this evocation, the number of successes rolled is also applied as Strength points to the portal in question, doing damage to its materials as if performing a feat of Strength. • • CREATE WARDThis evocation allows the Fiend to seal off the portals in an area, making it inviolable to outside forces. System: The character must be inside the area she wishes to seal with this evocation. Roll Charisma + Intuition. If successful, all the entrances to a given area become impassable. Even open doorways become clouded with wisps of fog, and what feels like a solid barrier of air prevents anything from passing through. Once sealed, the area cannot be entered, even through the use of another lore (such as Paths or Realms). To penetrate the ward, an intruder must exceed the number of successes you achieved, rolling against a difficulty equal to your character's Willpower. The area remains sealed for the remainder of the scene. Torment: Monstrous demons are capable of creating wards, but their energies do not restrict invaders so much as they inflict pain on those who attempt to enter a protected space. When an intruder crosses a warded portal, he suffers a number of bashing levels of damage equal to the successes you achieved on your roll. This damage may be soaked, but the difficulty of the Stamina roll is equal to your character's Torment. • • • TELEPORTThis evocation allows a Fiend to use an existing portal to transport herself instantly to a similar portal at another location, potentially hundreds of miles away. System: Roll Intelligence + Intuition, The number of successes required depends on your character's familiarity with her destination. If it is somewhere with which she is intimately familiar, such as a doorway in her own home, only one success is required. If it is somewhere she has visited frequently, two successes are necessary. If the destination is somewhere that the Fiend has only recently visited for the first time, three successes are required. The demon must have visited her destination at least once before to be able to travel there with this evocation, and there must be a portal there identical to the type she enters. If she steps through a doorway, there must be a doorway at her destination. The Fiend can travel up to 100 miles for each point of Faith she has. Therefore, a Fiend with 10 Faith could travel up to a thousand miles away. Torment: Monstrous demons performing this evocation are severely hampered by their lack of focus. If the evocation is successful, a Willpower roll must be made with a difficulty equal to the Fiend's Torment. If the roll fails, the Fiend is transported to a random (but familiar) location as determined by the Storyteller. • • • • CO-LOCATEAkin to Teleport, this evocation allows a Fiend to use a doorway to tie two locations together for a short time, allowing others to pass through from one place to another. System: Spend one Faith point and roll Stamina + Intuition. The difficulty is determined by your character's familiarity with the location she wishes to reach. If she is intimately familiar with the location, the difficulty is 6. If it's a location she has visited numerous times, the difficulty is 7. If she's been there only once, it's 8. If she's never been there before and goes merely by the guidance of another, the difficulty is 9. The doorway remains open for one turn per success achieved. Like Teleport, the demon must use an existing portal (doorway, window, manhole) to cross between the two locations. As many others can cross through (or back again) as may walk through the portal in the time that is available. The Fiend can travel up to 100 miles for each point of Faith she has. Torment: Monstrous demons can create co-locations, but those passing through are momentarily exposed to the demon's Torment, and risk severe psychological trauma or madness as a result. A Willpower roll must be made for individuals passing through the portal, the difficulty of which equals the Fiend's Torment. If a roll fails, a victim gains a temporary derangement. • • • • • DOORWAY INTO DARKNESSThis powerful evocation allows a demon to create a doorway into the shadowy space between the physical and spirit realms — a dark, lifeless reflection of the world. Demons can cross over into this bleak realm for a short time or hide items from prying eyes and then retrieve them later. System: Spend one Faith point and roll Stamina + Awareness. The evocation requires a portal — door or window — to form the threshold between realms, and the opening remains for only one turn. Individuals who pass bodily through find themselves in a bleak, desolate mirror image of the physical world, one wracked by howling winds that wear away at living minds. Mortals who cross over into this realm lose one Willpower point for each turn that they are there. Once their Willpower is gone, they gain a temporary derangement and suffer one level of bashing damage per turn that may not be soaked. Demons can remain in this shadow realm for a number of turns equal to their Faith score without ill effects. After that point, they begin to surfer bashing damage as well. This evocation must be performed again to open a doorway that allows a Fiend or another to return to the physical realm. Such a "return" opening can be created on either side. Torment: When a monstrous demon opens a portal to the shadow lands, she risks losing focus and allowing some of the energies from beyond to slip into the physical realm. If the evocation succeeds, make a Willpower roll with the difficulty equal to the Fiend's Torment. If the roll fails, the winds of the cosmic storm seep through, causing all mortals in the immediate area to make a Willpower roll ( difficulty 8 ). If their rolls fail, they flee in terror. If a botch results, the victims suffer a temporary derangement. NEDU, THE VISAGE OF PORTALS The angels of the threshold are tall, ethereal figures, their long limbs and lean bodies wreathed in a veil of shifting shadow. Their movements are as fluid as they are soundless, and their feet leave no impression to mark their passing. When they pass into deep shadow, their eyes shine with a cold, blue light. The Visage of Portals confers the following special capabilities: • Pass Without Trace: The difficulties of the character's Stealth rolls decrease by two, and her passage does not disturb the surrounding environment in any way. She leaves no footprints and disturbs no foliage. • Enhanced Perception: The difficulties of all Perception rolls decrease by two. • Increased Awareness: The fallen is especially attuned to the fabric of reality, lowering the difficulties of all Awareness rolls by two. • Wings: A pair of swan's wings extends from the character's shoulders. At full extension, each wing is a third again as long as the character is tall. The character can glide up to three times her running speed per turn. Torment: Monstrous Nedu are like living shadows, ebon and ephemeral. Their voices are like the keening of wind over jagged stones, and their touch is colder than ice. The Visage of Portals confers the following high-Torment special capabilities: • Cloak of Shadows: The demon is shrouded in a pall of darkness, making her features difficult to see in the best of light and rendering her near-invisible at night. The difficulties of all Stealth rolls decrease by two whenever the demon stands in a pool of shadow or moves in darkness. If the character is attacked, the rules for Blind Fighting apply to the attacker. • Improved Initiative: Add two to the character's initiative. • Enhanced Dodge: The difficulties of all Dodge rolls decrease by two. • Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
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Posted: Wed May 14, 2008 2:16 pm
LORE OF LIGHT • LIGHTThis simple evocation allows a demon to fill an area with pale silvery light, akin to moonlight. The light seems to emanate from the area's surroundings, allowing individuals to move and act in the illuminated area without penalty. This evocation also has a more tactical application, permitting the demon to stun or disorient opponents with intense, blinding flashes. System: Roll Stamina + Science, The evocation illuminates one cubic yard per success rolled, centered on the character. The light persists for a number of turns equal to the demon's Faith score. When used tactically, the intense flashes of light can be focused in a single direction. Any individuals, friend or foe, who look in that direction at the time of the flash suffer a number of levels of bashing damage equal to the successes rolled. Flashes of light appear for only a turn. Torment: Monstrous demons fill their surroundings with inky, suffocating darkness, affecting an area as above. They can move unhindered though this darkness. Other individuals within the area of effect are effectively blind. • • BEND LIGHTBy exerting her will and manipulating the properties of light, the Fiend can bend waves around her body instead of reflecting them, giving her a powerful form of camouflage. System: Roll Stamina + Science. The number of successes gained increases the difficulties of any Perception rolls or ranged attacks directed at the character for the rest of the scene. Melee attacks are resolved as normal. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. Torment: Monstrous demons do not bend light so much as they distort it into crazed, eye-straining patterns. The number of successes rolled increases the difficulties of all attacks directed against the demon, ranged or otherwise, but do not affect others' Perception rolls. • • • PHANTASMThis evocation allows a Fiend to create ghostly images that perform a rote set of actions as directed by the creator. System: Roll Intelligence + Performance — the difficulty is determined by the complexity of the illusory form created. A single, ghostly individual is difficulty 6, while a whole scene with various individuals is 8 or more. The number of successes generated determines how many actions the demon can program the image to perform. Once the image and actions are set, a loop is created that runs when the demon wishes, and that persists for a number of days equal to the character's Faith score. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. Torment: A monstrous demon's phantasms, no matter how simple or apparently benign they are, remain subtly disturbing, even on a subconscious level. A Willpower roll ( difficulty 8 ) is made for individuals viewing one of these illusions. If a roll fails, the individual flees the area. If the roll botches, the individual flees and gains a temporary derangement. • • • • ILLUSIONThis evocation is a refinement of Phantasm, allowing the demon to create images that seem completely real until touched. What's more, the demon is capable of directing her illusions and altering their appearance on the fly. System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion the demon wishes to create. Creating the illusion of a static object such as a table is 6. A simple but more mobile object such as a thrown rock is difficulty 7. Living beings have a difficulty of 8 or higher depending on the level of detail. The successes rolled form a dice pool that is rolled thereafter to direct the actions of the illusion (e.g., to stage an "attack" on someone, to leap from one building to another) or alter its appearance. If a roll to direct or alter an illusion botches, the image disappears. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with a creation at all times or the illusion disappears. A Fiend can maintain multiple illusions at the same time equal to her Faith score, but the dice pool to control each illusion is reduced by one for each extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for the duration of the scene. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. Torment: A monstrous demon's illusions are overtly unsettling, reflecting the demon's inner corruption in subtle but frightening ways. A Willpower roll (difficulty 9) must be made for individuals who witness these illusions. If a roll fails, a victim flees from the sight of the illusion, if the roll botches, he gains a temporary derangement. • • • • • COHERENT LIGHTThe pinnacle of this lore path allows a Fiend to compress light to the degree that it assumes a degree of physical solidity, allowing her constructs to interact almost seamlessly with the physical world. Like Illusion, the images created by this evocation can be controlled directly by the demon, and its appearance can be altered from moment to moment. System: Spend one Faith point and roll Intelligence + Expression. The difficulty of the roll is determined by the complexity of the illusion that your character wishes to create. A table is difficulty 6, a dog is 7, and a human is 8 or more. The successes rolled form a dice pool that is rolled thereafter to direct the actions of a construct or alter its appearance. Illusions created in this way cannot speak, and the Fiend must maintain a line of sight with the image at all times or the illusion disappears. If a construct is attacked or would otherwise suffer one health level of damage (hashing or lethal), the creation vanishes. A Fiend can maintain a number of illusions equal to her Faith score at the same time, but the dice pool to control each illusion is reduced by one for each extra image created after the first, to a minimum of one die per illusion. The effects of this evocation last for a number of turns equal to the character's Faith score. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. Torment: The constructs fashioned by a monstrous demon are shaped in part by her hatred and despair, and unless they are controlled carefully, the illusions act on their own, lashing out destructively at their surroundings. A Willpower roll must be made each turn for each construct, with the difficulty equal to the Fiend's Torment score. If a roll fails, an illusion attacks the nearest living being (save the Fiend herself) using its full dice pool. Note that the Fiend doesn't have to exert control over her constructs — she can simply create them and turn them loose on her enemies if she wishes, leaving her mind free for other tasks. SHAMASH, THE VISAGE OF LIGHT The apocalyptic form of the masters of this lore paints a demon in shifting patterns of shadow and pale, silvery starlight. These hypnotic images draw the eye and beguile the senses, at times hinting at subtle flashes that reflect the demon's inner thoughts. The Shamash are alluring, chimerical, deceptive, terrifying or achingly beautiful, often from moment to moment. The Visage of Light confers the following special capabilities: • Enhanced Mental Acuity: The character receives the following bonus traits: +2 Intelligence, +1 Wits, +1 Perception. • Night Sight: The character can see clearly in utter darkness. • Chimerical Aura: The difficulties of all Dodge rolls decrease by two. Other demons and thralls with the capability are able to resist the effects of this benefit thanks to their inherent powers. • Unearthly Glamour: The difficulties of all Manipulation rolls decrease by two. Other demons and thralls with the capability are able to resist the effects of this effect as well. Torment: Shamash who lose themselves to their Torment are surrounded by chimerical forms that reflect the demons' hatred and despair, creating a horror show of monstrous apparitions that whirl and snap at one another in increasing ferocity depending on a being's mood. The Visage of Light confers the following high-Torment special capabilities: • Hypnotic Visions: The aura of light and shadow surrounding the demon distracts and disquiets the mind of her foe. Attackers must make a Wits roll against a difficulty of the demon's Torment score. If the roll fails, the attackers may not act until the end of the turn. Other demons and thralls with the capability are able to resist the effects of these illusions thanks to their inherent powers. • Dread Mien: The difficulties of all Leadership and Intimidation rolls decrease by two, • Chimerical Attack: The swirling illusions surrounding the demon attack others already engaged in close combat with the fallen. The chimerical figures have the same initiative as the demon, and they attack a single opponent in close-combat range. Use the demon's Torment score as the dice pool for the attack, inflicting a base damage of four aggravated damage dice. • Casts No Reflection: The demon's image does not appear in a mirror, nor can it be captured in a photograph or by a video camera.
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