Nocturne V.2
A World of Darkness Sim
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LIMITED EVOCATIONS
PREQUISTITES: Limited Evocations can only be purchased by Disciples (Cult Rank 3 and above)
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Demons generally are not required to spend faith on level 1-3 evocations while thralls are.
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Demons can purchase lores rated 4-5 while thralls can't
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Demons get to roll their lore rank in addition to the attributes of a roll.
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Demons can create conjunctional effects with lores in the form of rituals. Thralls can't -create- rituals.
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Demons can use resonance to gain additional bonuses and successes with their rolls. Thralls can't
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All of these factors make -limited- evocations, a fraction of the amount of power that can be wielded by a demon.
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A thrall is never going to be as strong as a demon when it comes to evocations.
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NOTE: Evocations wielded by thralls are considered Static. When demon's wield them, they are considered -dynamic-
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NOTE II: The Evocations on this page are not written to be used by demons. Demons have (maybe) their own pages.
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COST:
â—‰ One Dot Evocations 15XP PREREQUISITES: Cult Rank 3: LIMITATION: Max 4 per Cult rank.
◉◉ Two Dot Evocations 25XP PREREQUISITES: Cult Rank 3 + One Dot Evocation from same Lore. LIMITATION: Max 4 per Cult rank.
◉◉◉ Three Dot Evocations 35XP PREREQUISITES: Cult Rank 3: + Two Dot Evocation from same Lore. LIMITATION: Max 4 per Cult rank.
LIMITATIONS:
4 per cult rank, means
Rank 3 12 different evocation paths
Rank 4 16 different evocation paths
Rank 5 20 different evocations paths
These are purchased with xp and cannot be bought with rank points like infernal gifts.
TORMENT CHECK​​
After a successful roll the thrall must roll a torment check to see if the effect has become tormented or not.
ROLL: FAITH RANK + COMPOSURE
DIFFICULTY: 7 + CURRENT TORMENT
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DELIBERATE TORMENTATION?
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Yes, a thrall can deliberately choose to make an effect tormented by simply -gaining- 1 point of torment. While thralls wish to avoid torment as much as possible, a tormented effect can be absolutely devastating on opponents. In such cases the thrall just rolls without having to worry about the torment check
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LORE OF THE FUNDAMENT
â—‰ MANIPULATE GRAVITY
The thrall 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:
FREE ACTION:
SPEND : 1 FAITH
ROLL: STRENGTH + ATHLETICS
DIFFICULTY: 10+
SUCCESS: The thrall can leap (or climb) up to 20 meters per success, or fall a similar distance without suffering injury. Completely cancelling
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.
DURATION: 1 scene
TORMENTED
Monstrous thralls 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 meters equal to the thrall’s Torment score. Feel free to use your discretion when describing the chaotic effects that occur in the monster’s passing.
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◉◉ MANIPULATE ADHESION
The thrall 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:
SPEND 1 FAITH
ROLL: DEXTERITY + ATHLETICS
DIFFICULTY: The difficulty is determined by the angle of the surface relative to the earth.
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STEEP SLOPE: 8+
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VERTICAL SURFACE: 10+
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INVERTED PLANE: (like a ceiling) 12+
SUCCESS:
The character can move up to three meters along such a surface per success rolled.
DURATION: The effects of this evocation last for a single turn.
TORMENTED:
When a monstrous thralls 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 thrall’s hands and feet on the surface. Individuals coming into contact with these surfaces in the same turn as the thrall touched them suffer one lethal damage.
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◉◉◉ MANIPULATE INERTIA
The thrall 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
ATTACK ACTION or DEFENCE ACTION
SPEND 1 FAITH (+1 vs bullets)
THROW OR RETURN OBJECT
The thrall can throw an object up to 30 meters per success rolled, regardless of her Strength. She can pick up and throw an object, or she can catch and return an object that is thrown at her.
She can roll the following as an attack (provided she has something to throw) Or as a defence vs projectiles.
ROLL: DODGE DEFENCE Vs the opponents attack
-OR-
ROLL: PROJECTILE ATTACK vs the opponents defence
SUCCESS:
Your thrall has to be able to see the projectile to affect it. Rocks, knives, even arrows are possible candidates, but bullets aren’t unless additional faith is used.
If your thrall throws a projectile at a target. Each success inflicts 1 point of lethal damage on the opponent.
Bullets may only be caught if an additional point of faith is spent for each bullet fired. (However only one roll is made)
Bullets returned in this way cause 1x faith spent Aggravated damage per success
DURATION: Only applies to the turn it is used on.
TORMENTED:
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 -4 when used for any reason.
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LORE OF HUMANITY
â—‰ TRANSLATE
The thrall can understand (and be understood by) all, regardless of what language is spoken.
SYSTEM:
SPEND: 1 FAITH
ROLL: MANIPULATION + EMPATHY
DIFFICULTY: 10+
SUCCESS
The evocation affects a number of people equal to the successes rolled. The demon can understand the speech of each affected individual and be understood in turn, even if all of the individuals involved speak completely different languages.
DURATION: 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.
TORMENTED
NOTE: Someone, either a storyteller or uninvolved third party should roll the torment check on behalf of the thrall and keep the result secret. This third party should serve as the translator when foreign language is used. The speakers must provide the third party an -honest- translation, the third party will be responsible for passing the -normal- or -tormented- translation to the thrall player. If this is not possible, or desirable then the thrall should roll the torment check himself, and tell people out of character he is unlikely to translate correctly.
The thralls 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.
Despite torment, the other characters will still understand the thrall, even if he speaking Enochian. However the understanding only lasts for the duration of the scene. However the thrall may sound violent or aggressive to listeners, even if they are trying to be complimentary.
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◉◉ INSINUNATE
This evocation causes non demon characters to instinctively regard the thrall 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:
SPEND : 1 FAITH
ROLL: MANIPULATION + EMPATHY
DIFFICULTY: 10+
SUCCESS
The evocation affects a number of individuals equal to the successes rolled. Each person resists the evocation with a Composure + Resolve roll Difficulty 12+, affected individuals trust the thall within reason and talk freely and openly with her, any of the thall’s subsequent Manipulation rolls are made with a +1 bias.
DURATION: The effects of this evocation last for the duration of the scene.
TORMENTED
Monstrous thralls who perform this evocation have the opposite effect on the characters they encounter.
Affected individuals Roll: Composure + Resolve at Difficulty 10 + thralls Torment
If a roll fails, the person is overcome with feelings of revulsion and anger, and treats the thrall with intense apprehension and fear. All Intimidation rolls directed at these individuals add + 2 to their roll.
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◉◉◉ FADE
Thralls using this evocation literally fade into the background. Eyes simply pass over them unless the thall choose to call attention to themselves. Thralls who have been gifted with the demon’s resistance to illusion are immune to the effects of this evocation.
SYSTEM:
SPEND: 1 FAITH
ROLL CHARISMA + MANIPULATION
DIFFICULTY 10+
SUCCESS:
If successful, the Thrall goes unnoticed by characters unless she does something to call attention to herself such as make physical contact or speak to them directly.
Characters who wish to -notice- the thrall must roll a successful Composure + Resolve roll difficulty 12+, however unless there is a reason to prompt the roll, such as the thrall attacking then fading, then it is not permissible to roll it. There must be a legitimate cause for trying to sense the unseen, a legitimate reason, people don't look for things unless there is a reason.
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Entering an empty room for a meeting and checking for snooping is one thing, and permissible.
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entering a busy club and looking for invisible characters is another thing and not permissible.
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Following a demon into a busy club and the demon is no where to be seen, is permissible. It all depends on the context.
DURATION: These effects persist for the remainder of the scene or until the thrall wills them to cease.
TORMENTED
Monstrous Thralls who perform this evocation fade from the sight of from most characters, but stand out like beacons for those consumed by anger or a lust for violence. (Generally the Angry characters should already be -angry- already, not -suddenly- become angry in order to spot a hidden thrall, characters -entering- a scene conveniently angry will be dismissed )
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LORE OF PATHS:
SPECIAL NOTES: The Lore of Paths allows the Annunaki to manipulates spatial relationships. It was first used to create space for matter to exist in and allows the Annunaki to connect different locations in any way they please.
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If a demon makes a path through a fire, The demon would be visible walking through the fire — a created path doesn’t make the character invisible. It is possible to look for or create a path that allows a character to move from point A to point B without being seen, a character could sneak across a seemingly flat and open field by tracing a path that takes advantage of subtle dips and rises in the terrain.
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A character can exit a path at any point she wishes. (Except when she can't due to interference with level 4/5 powers)​
ROLL TORMENT CHECK -BEFORE- ROLLING EFFECT WHEN USING LORE OF PATHS!
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â—‰ FIND PATH
This 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.
Generally "Paths" don't -naturally- exist in modern buildings or city streets, there are more likely to be in the wild untamed places, however there may have been a demon who previously established a path with a city, the increased difficulties represent the rarity of paths in certain areas.
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SYSTEM:
SPEND:1 FAITH
Your character sets the criteria for the path she seeks.
ROLL: PERCEPTION + INTELLIGENCE
DIFFICULTY:
Natural Areas: 10+
Urban Areas: 12+
Offices or Private areas: 14+
SUCCESSES:
The number of successes required depends on the criteria set and the distance covered. Each success can be "Spent" on various elements of the path.
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Each 100 meters of distance between entry and exit point costs 1 success. No spend on this = a path that can only travel up to 50 meters.
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To reduce journey time along the path costs 1 success. Each success reduces travel time by 100 meters per turn.
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To move unobserved, requires 2 successes
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To move through a raging house fire requires 3 successes.
If the roll fails, the path cannot be found.
TORMENTED : Monstrous demons are able to seek paths just as their more human peers can, but the difficulty for such rolls is as in the non tormented version of the evocation but + the demon’s Torment as well. The more murderous the demon is, the less she is prepared to perform a concentrated search.
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◉◉ LAY PATH
At 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 be done on the spur of the moment. This lore allows Malefactor's to access locked rooms, reach buried redoubts or even walk through walls by manipulating space.
A demon (or mortal) walking a path created by the Lay Path evocation can still see her surroundings , though the effect could be somewhat distorted and surreal depending on the nature of the path created.
Lay Path manipulates spatial relationships between two points, creating paths that are entirely physical but don’t necessarily correspond to three-dimensional space as the human mind perceives it.
SYSTEM:
SPEND:1 FAITH
The thrall determines the criteria of the path she wishes to lay, and the distance it is to cover.
ROLL: DEXTERITY + INTELLIGENCE
DIFFICULTY: 8+ (See below)
The difficulty of the roll increases according to the complexity of the path.
MODIFIERS
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A shortcut that reduces travel time +1 Difficulty
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allows the user to pass unobserved + 1 Difficulty
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wide enough to permit multiple people to walk it at once + 1 Difficulty
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Any other -special- conditions within the scope of this evocation are an additional + 1 difficulty.
SUCCESSES:
You need 1 success per 100 meters of travel.
These successes can be gained through an extended roll, but they must be gathered over successive turns.
DURATION:
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 faith point.
TORMENTED:
Monstrous demons can lay paths as well, (Difficulty as above but + Torment) 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 4. A botched roll causes the traveller to exit the path at a random point along its length, — a potentially fatal mishap if the path in question leads under a lake or through a mountain.
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NOTE: The difference between "FINDING" An existing path and "LAYING A NEW PATH" is that existing paths require more successes as they are rarer, while laying a custom path is just a higher -difficulty- with a lower success threshold.
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◉◉◉ CONCEAL PATH
Paths, 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:
SPEND:1 FAITH
ROLL: PERCEPTION + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
Any demon who attempts to find the path later must gain more successes on their find path roll, than the Malefactor rolled on this roll.
DURATION:
This concealment lasts for a number of days equal to the character’s permanent Faith Rank
It can be made permanent with the expenditure of a temporary faith point.
TORMENTED:
DIFFICULTY: 10+ TORMENT.
Monstrous demons do not hide a path so much as they lay a trap for the unwary. When the evocation is performed, each success inflicts 1 bashing damage that are inflicted on any other being that steps onto the path.
This trap can be detected with a demons innate supernatural awareness , 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
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◉◉◉ CONCEAL PATH : PHYSICAL WORLD APPLICATION
This evocation can make a -mundane- route invisible to onlookers unless they have supernatural senses. The "Route" chosen by the demon becomes something that other characters simply ignore, a kind of "Perception Filter" that means that passers by will not pay attention to the route or walk along it. This makes marshalling military forces along the route ignored by all passing by or near to the path, it also prevents people stumbling upon meeting places. In essence the Route is "Obfuscated" to onlookers. A mental imperative to -ignore- the path way is given to potential ramblers. If a path is pointed out to an onlooker by someone who -can- perceive the path, the path becomes visible.
SYSTEM:
SPEND:1 FAITH
ROLL: PERCEPTION + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
Demons must choose the start and end point of the path to be concealed from mundane sight. (Point A and Point B) They must also include other parameters such as width of pathway, spending 1 success per 100 meters of path length and 1 success per meter of width of path. The area defined is -ignored- by those passing by or through it. They won't look at the path or at anything on it.
People can see the path if they initially score more successes on a "Wits + Perception" roll difficulty = Demons Faith Rank + Lore Of Paths rank.
Characters may only make ONE roll per scene to spot the path.
TORMENTED:
DIFFICULTY: 10+ TORMENT.
Works as with the standard evocation, the mundane path isn't obfuscated anymore, but anyone traveling along the path suffers headaches and 1 bashing damage. While walking the path.
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L
LORE OF THE CELESTIALS
â—‰ LAMP OF FAITH
This evocation allows a thrall l to detect the presence of characters or 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:
SPEND : 1 FAITH
ROLL: PERCEPTION + WITS
DIFFICULTY 10+
This evocation affects all beings within a radius in meters equal to the character’s Faith.
Demons targeted by this evocation (and aware of its use) can resist its effects with a successful Composure + Resolve roll (difficulty 12+).
SUCCESS:
One success is enough to enact the effect.
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.
DURATION: This special sight persists for a turn.
NOTES:
Mortals will glow pale blue
Mages will glow extremely vibrant blue
Garou will glow slightly brighter than regular mortals but not enough to mistake them.
Changelings will glow brighter than garou but not as bright as mages
Undead such as vampires, wraith, wan Kuei will be dark silhouettes.
This does not allow the thrall to know -what- the characters are, only that they have a degree of faith. A thrall might confuse a mage chantry for a weird church or cult. Garou they would likely assume to "Bible Belters" given their rustic nature. Changelings they would no doubt believe are "Creatives" with weird or trendy new age spiritual beliefs. Undead they would assume are the faithless.
TORMENTED
Monstrous Thralls 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 demons with a Torment of 9 or more) appear to the thralls as patches of blackness against the dark background of the physical world.
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◉◉ SEND VISION
In 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:
SYSTEM: 1 FAITH
ROLL: MANIPULATION + CHARISMA
DIFFICULTY 10+
Thralls 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.
SUCCESS
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 thrall 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 characters and demons alike.
NOTE: Use of -graphic porn- actions would need consent. The lore is meant to be used instructionally and not for playing dirty porno's in unwilling recipients heads, however it can be used in such a manner with -consent-
Characters who are targeted with visions can resist them with a Composure + Resolve Roll :Difficulty 12+, if they so wish to. Allies usually won't want to resist.
TORMENTED
Monstrous thralls 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. The victims of the tormented effect must be in battle with the demon.
Each success generated by your roll inflicts a level of bashing damage against the targets as they are struck with terrifying visions of the thralls wrath.
Unlike normal bashing damage, this mental assault cannot be avoided or absorbed by those normally immune to bashing damage. If the evocation inflicts more levels of bashing damage than a target’s Wits, the target must make a Composure + Resolve Roll (difficulty 12+) or suffer a temporary derangement.
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◉◉◉ PILLAR OF FAITH
Throughout 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:
SPEND: 1 FAITH
ROLL : MANIPULATION + CHARISIMA
DIFFICULTY: 10+
This evocation allows the Thrall to add her Faith to the efforts of another, as long as the Thrall knows the demon’s Celestial or True Name and can draw
a line of sight to him. The Thrall may also aid the efforts of a thrall who is using limited evocations. No requirement on celestial or true name for thralls.
SUCCESS:
Each success adds +1 to the target’s next evocation roll. The Thrall cannot provide more +1 bonuses than than her Faith Rank
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 to accumulate.
TORMENTED
Monstrous Thrall's may use this evocation only to block or negate the efforts of another. This phenomenon works like any other resisted dice roll, with
the Thall’s successes negating any successes generated by her opponent. Again, the Thrall must know the target’s Celestial or True Name to perform this evocation.
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LORE OF FLAME
â—‰ FUEL
The 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:
SPEND: 1 FAITH
ROLL: STAMINA + WITS
DIFFICULTY 10+
If there is a source of fire or heat within a number of meters equal to her Faith score, the Devil can increase its size by one square foot per success.
TORMENTED Monstrous thrall's fuel the intensity of an existing blaze rather than its dimensions. Each success increases the fire’s lethal damage rating by one. For more details on fire and its effects, see ENVIROMENTAL HAZARDS
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◉◉ IGNITE
A Devil’s mastery of fire as a fundamental force of Creation allows him to inspire its existence at will.
SYSTEM:
SPEND: 1 FAITH
ROLL: STAMINA + WITS
DIFFICULTY 10+
SUCCESS:
This evocation allows the thrall to cause flammable objects to burst into flame. The character may attempt to ignite any object
within a number of meters equal to her Faith score, and you must obtain a number of successes in excess of the
target’s resistance to combustion.
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Gasoline, gunpowder or other explosive material might have a resistance of 1.
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Dry, flammable objects like wood or paper might have a resistance of 2.
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Sturdy Clothing such as leather might have a resistance of 3.
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Flesh may well have a resistance of 4.
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Inert metal might be rated 5.
Water and strictly non flammable materials cannot be ignited with this power. Fires ignited in this fashion are no more intense than natural flames, and they inflict lethal damage accordingly. (See the Environmental hazards page)
TORMENTED: Monstrous thralls are too fueled by hatred to perform this evocation with precision. All flammable objects within a radius in meters equal to the character’s Faith rank are affected. A single evocation roll is made with some materials igniting and others remaining unaffected, based on successes rolled.
In both tormented and non tormented cases if a characters clothes or flesh are ignited they may lose their next turn in order to roll Stamina + Athletics: Difficulty 12+ to avoid becoming consumed by flames. They can roll this each turn in lieu of an action in order to pat out the flames. Vampires obviously enter Rötschreck and suffer aggravated damage from the flames
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◉◉◉ COMMAND THE FLAME
The 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:
SPEND: 1 FAITH
ROLL: WITS + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
Each Success forms a pool of successes that can be used in subsequent turns to control the progress of a fire.
In subsequent turns you can roll : Wits + Intelligence + Lore of the Flame rank against a difficulty of 8+
although the difficulty may increase depending on circumstances such as active sprinklers or fire-retardant materials.
Successes generated by the roll maybe split to do the following.
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cause the fire to grow or shrink by one square foot per success
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spread in a specific direction up to a meter per success
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or the player can use a success to add + 1 to the next command the flame roll.
DURATION: If at any time you fail to roll any successes, the fire burns out of control for that turn. If a roll botches, the fire rages out control and control cannot be regained. The fire can only be extinguished by standard fire fighting measures or magical effects that extinguish flames. A devil may shrink the fire to zero over several turns, but cannot outright extinguish it themselves with this lore.
TORMENTED High-Torment Thralls have less facility in controlling fire’s movements, but their rage increases the flames’ intensity. A monstrous thralls control pool is halved (rounded up) for all actions, with the remaining successes added as damage levels to the harm that the fire is capable of inflicting.
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LORE OF RADIANCE
â—‰ VOICE OF HEAVEN
This evocation allows a thrall to speak with a voice like thunder or with the clear, perfect tones of a crystal bell. The clarity and power of the thralls words command instant attention, forcing even the most frenzied mind to pause and consider what the ancient spirit has to say.
SYSTEM I (A.O.E)
SPEND 1 FAITH
ROLL: MANIPULATION + CHARISIMA
DIFFICULTY 10+
The evocation affects everyone within 10 x Faith Rank Meters. Characters resist with a Composure + Resolve roll Difficulty 12
SYSTEM II (Individual)
SPEND 1 FAITH
ROLL: MANIPULATION + CHARISIMA vs COMPOSURE + RESOLVE
SUCCESSES:
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The player may issue a single command to the target (s)
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If the victim scores fewer successes on their resistance roll than the thralls evocation roll , he must obey the demon’s command.
When the thall 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 ear. This evocation has no effect on other demons or thralls with protection from mind-control effects.
These commands are not as restricted as say the vampire power dominate. A single command is -not- a single word. However this power is not sufficient to get a target to commit suicide, though it is sufficient enough to get people to disarm, or be non combative or even go home and leave a loved one ,ally or close friend behind at the behest of the demon "Leave Alison alone with me" is a command... which would suit the intended purpose of clearing an area of Alison's Allies, A similar command "Do not follow Alison and I" would enable the fallen to abduct Alison without interference.
DURATION: The command lasts for a scene, unless the demon initiates violence against a target. However, only targets that are attacked may defend and counter attack the demon. Bystanders affected by the lore will watch. Pretty much allowing a demon to go one v one with each combatant without fear of interference.
​​TORMENTED: Monstrous thralls use this evocation to mouth a furious stream of blasphemy and hatred that is so charged with power that it strikes the minds of characters like a physical blow.
Each success inflicts one level of bashing damage to targets, even demons can suffer this bashing damage, and characters immune to bashing damage are -still- effected.
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◉◉ EXALT
The power of the thralls commanding voice is enough to instil hope in the weakest of hearts, spurring mortals to put aside their fears and steal triumph from the jaws of defeat.
SYSTEM
SPEND: 1 FAITH
ROLL: MANIPULATION + CHARISIMA
DIFFICULTY 10+
SUCCESS:
Each success is a +1 bonus that the target may add to a single roll for that turn. The thrall may affect a number of mortals (including thralls) up to her Faith rating. Each individual benefits from the full amount of bonuses.
TORMENTED: The sneering tone of a monstrous thrall has the opposite effect on mortals. Each success is subtracted from the character's roll modifiers. If this would result in the character's roll modifiers being reduced to zero. Then the character may take no actions Undead and Demons are immune from this evocation.
NOTE: While the description describes mortals, this includes all mortals. (Even Mages) Only exceptions are undead, changelings and garou, as they either aren't -mortal- or are already -exalted-
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◉◉◉ AURA OF LEGEND
This 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 fulfil the ancient duty once more.
SYSTEM
SPEND: 1 FAITH
ROLL: MANIPULATION + CHARISIMA
DIFFICULTY 10+
SUCCESS:
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The Thrall 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.
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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.
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She instinctively defends the demon from attackers, and follows reasonable orders without question.
RESISTING:
If your successes are less than the target’s WITS rank the target’s player can resist the power’s effects with a successful
COMPOSURE + RESOLVE ROLL: DIFFICULTY 12+
if the successes of the evocation are equal or greater than targets WITS the target can not roll to resist.
DURATION: 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.
TORMENTED: 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 beings within reach.
NOTE: Garou, Changelings and Demons are the only exceptions to this power. Mages, Vampires, Wraith, Wan Kuei, Gifted humans, kinain, kinfolk, Projectors, ghouls, consorts are affected as normal.
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LORE OF THE AWAKENING
â—‰ FIND THE FAITHFUL
This evocation allows a Scourge to locate specific individuals, mortal or demon, by homing in on their store of Faith.
SYSTEM:
SPEND: 1 FAITH
ROLL: PERCEPTION + WITS
DIFFICULTY: Depends on how much information the demon has concerning the subject.
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If she has the subject’s mundane name, the difficulty is 12+
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If the subject is a demon and the character knows the subject’s Celestial Name, the difficulty is 10 +
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If she knows the demon’s True Name the difficulty is 8 +
The thrall 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.
If a demon detects the search, he may avoid detection with a Composure + Resolve roll (difficulty 12+ ). If he gets more successes than the Scourge, he evades the search.
TORMENTED :Monstrous thralls 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. (Undead, Wraith, Drug Addicts, Victims of trauma... useful for finding new hosts. )
NOTE: Mage Arete represents their faith levels, mortals use Composure + Resolve minus 3 as their faith, undead have -zero faith- Garou and Changelings use Essence.
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◉◉ CLEANSE
Scourges 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:
SPEND: 1 FAITH
ROLL: STAMINA + INTELLIGENCE
DIFFICULTY:
The difficulty of the roll depends on the virulence and scope of the disease or poison.
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Cleansing a body of the effects of alcohol is difficulty 8+
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while a virulent disease such as tuberculosis or cancer is difficulty 10+
SUCCESSES:
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 character on a single subject for a specific instance of an ailment or poison. A thrall must be able to touch her target in order to perform this evocation. (Victim can make a contested touch roll as described on combat page)
TORMENTED: Monstrous thralls use this evocation to spread sickness and corruption. Each success generated by the evocation inflicts one bashing damage to a living victim. What’s more, the victim suffers an additional level of bashing damage and loses one point from composure and resolve each day thereafter as the corruption spreads through the victim’s system. (Alternate between the two stats, for the duration) After the duration has expired the composure and resolve return. 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 Rank.
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◉◉◉ HEAL
This evocation allows the Scourge to heal even the worst injuries of demon and mortal alike.
SYSTEM:
SPEND: 1 FAITH
ROLL: STAMINA + INTELLIGENCE
DIFFICULTY: 10 +
The thrall can heal all of a target’s bashing damage or one lethal or aggravated damage per success.
The character must be able to touch her target to perform this evocation.(Victim can make a contested touch roll as described on combat page)
TORMENTED: Monstrous thralls use this evocation to poison a victim’s body.
Each success lowers a target’s Stamina temporarily by 1. If the target loses all of her Stamina, she falls into a coma and suffers one 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
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LORE OF THE WINDS
â—‰ SUMMON WINDS
This 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:
SPEND:1 FAITH
ROLL: STAMINA + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESS:
The total number of successes rolled determines the strength of the wind summoned.
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Depending on how the wind is used, this strength can be added as a number of automatic successes to an Athletics feat (to leap a long distance, for example)
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They can add +1 defence vs ranged attacks staged against your character.
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Or they can be used as +1 strength bonus 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.
TORMENTED:
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 + Athletics roll (difficulty 12+) or suffer one bashing damage that may not be ignored, even if the character is normally capable of ignoring bashing damage. If such a roll botches, the victim forfeits all actions that turn due to extreme nausea.(Undead are immune)
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◉◉ FIST OF AIR
This 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:
SPEND:1 FAITH
ROLL: STAMINA + INTELLIGENCE Vs Opponents DEXTERITY + ATHLETICS (If used on Objects, use object damage rules)
DIFFICULTY: 10 +
SUCCESSES:
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 physical feats to determine how heavy a weight the wind can lift.
Damage applied to objects is -lethal-
Your character must be able to see her target to use this evocation on it, and the effects persist for one turn
TORMENTED:
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.
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◉◉◉ COMMAND THE WIND
When 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:
SPEND:1 FAITH
ROLL: STAMINA + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
Each Success can be used as a +1 bonus to any roll to perform an 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 10.
RANGE: The Scourge can affect objects up to a distance in yards equal to her Faith Rank.
DURATION: The effect of this evocation lasts for the duration of the scene.
TORMENTED:
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 bashing damage per turn that ignores armour
Filtration or breathing apparatus such as gas masks provides the only source of protection from this poisonous air. (Undead are immune)
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LORE OF THE EARTH
â—‰ EARTH MELD
This 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:
SPEND: 1 FAITH
ROLL: STRENGTH + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
If successful, the Malefactor is bound to the earth and cannot be moved from that spot unless she wishes.
TORMENTED:
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 meters the demon can cover in linear travel per turn.
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◉◉ ROIL THE EARTH
This 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:
SPEND: 1 FAITH
Your character determines what she seeks within the earth.
ROLL: STRENGTH + INTELLIGENCE
DIFFICULTY: 10 +
SUCCESSES:
The number of successes rolled determines the radius in meters — 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.
NOTE: Infinite riches or relics and artifacts or other precious resources can only be found under supervision of a storyteller for the appropriate splat. Generally outside of -specific- storylines, this power has more value when used in the tormented format. However this evocation -will- work on unearthing -characters- who have Earth melded, via evocations similar to the first dot of this lore, or the vampire discipline "Earth Meld" or the Wan Kuei "Stone Fish" art. In such cases a contested -composure + resolve + dots in relevant disc, lore , arts are rolled against one another to see who manages to unearth and who manages to stay buried. Also characters forcibly buried by the tormented version of this evocation can be excavated using this version of the evocation. Note: A Malefactor -may- use this to find -crafting- materials for LORE OF THE FORGE ◉◉◉◉ ENCHANT OBJECT , to justify his crafting materials, but for other purposes, such as becoming a billionaire by finding oil or buried riches , is NOT permissible as that seeks to undermine the RESOURCES background. Also when trying to uncover minerals or such, do be aware of the geological strata of new Orleans... you can research that online though.
TORMENTED:
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 with a standard Dodge roll (Difficulty 12+) 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 12+ ), rolled per turn Until the victim gains more successes than you rolled, she remains buried and suffers damage in the same manner as if she were drowning.
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◉◉◉ MOLD EARTH
This 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:
SPEND : 1 FAITH
ROLL: STRENGTH+ CRAFTS
DIFFICULTY: 10 +
The difficulty is determined by the type of material affected
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Unpacked dirt is difficulty 6+
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Granite, difficulty 8+
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Processed materials like concrete is difficulty 10+
SUCCESSES:
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.
TORMENTED:
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 lethal damage per turn of exposure. (The subject must -touch- the material) this is useful for making cells.
NOTE: Characters always have the chance to -dodge- out of the A.O.E by using their dodge rolls. However if a cell is created around a character, they can only dodge the cell when the evocation is rolled (Difficulty 14+), To break out of the structure would require an objects and damage roll as covered on that page.
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