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Lamp of Faith •
The Devil causes mortal’s and Demon’s Faith to flare like a beacon in the Devil’s sight. The Devil detects a mortal's Faith rank, and detects Demon's current Faith points. This power also allows the Devil to see mortals and Demons through walls (only if a Demon has more than 5 Faith points). 1 success needed for pitch black, 2 for seeing through a low density obstruction, 3 for a dense one, 4+ for seeing through any number of obstructions within range. Range is equal to 10 yards x Paragon. Living supernaturals look no different than mortals do, but undead supernaturals show a noticeable void of Faith.

Dice: Wits + Composure
Duration: 1 Scene
Action: Instant Cost: None
Torment: Instead, the Devil cannot see people through walls and cannot see people’s Faith Rank, but the Devil does see their Torment or Morality score (or other equivalent) and also what kind of mental derangements they have (if any).

Send Vision ••
One or more beings (equal to Paragon) within line of sight (this does not work through cameras, ect…) can be sent visions of any sort (including audio, smell, taste and even weak tactile sensations). Successes equal the amount of information sent (approximately one sentence of description per
success).The time to receive and comprehend the vision is condensed into the blink of an eye. Subsequent uses of this Evocation in a scene (at the same target) cumulate -1 to the dice pool with each attempt. If these visions are antagonistic, subtract the Devil’s dice pool by the target’s Resolve.

Dice: Manipulation + Expression
Duration: Instant
Action: Instant Cost: None

Torment: Also, vicious Demons cause 1 Bashing damage (total) with their wrathful visions, resulting in headaches or nosebleeds. And with 3+ successes the target receives a minor derangement for a week.

Celestial Senses •••
The Devil is able to sense any and all supernatural powers being used within range (range is Paragon x 20 yards). Any supernatural power that requires a roll to activate (or even just usually requires a roll) is subject to being sensed, no matter what type of supernatural creature (or magical item) creates it. The Devil immediately knows what the power is, what it will do and the exact location it is originating from. (Successes contest against obscuring powers.)
Dice: Wits + Occult
Duration: 1 scene
Action: Instant Cost: None
Torment: Instead, the Devil causes all mortals within yards equal to Torment to be able to see the darker demonic visages of Demons, Vampires, Werewolves,
ect… Seeing their hidden forms but in their worst possible incarnation. (This effect lasts for one day.)

The Fire of Heaven ••••
Range is in yards equal to Paragon. A non-flammable blast of pure white fire erupts from within the target. Successes equal Lethal damage. Targets do not get their defense, cover or armor modifier.
Dice: Presence + Occult (minus their Paragon)
Duration: Instant
Action: Instant Cost: 1 Faith
Torment: Also, the damage becomes Aggravate and the fire spreads and burns like regular fire.

Hand of Faith •••••
Successes can be used to negate, on a one-for-one basis, the successes of another supernatural power being used within a range of Paragon x 20 yards
(as long as the Devil is aware of the power). Additionally, after a power is weakened or negated, the supernatural may not attempt that power again for a number of turns equal to the Devil’s Paragon. Optionally, if equal or more successes are scored, the Devil may choose not to negate the power but to redirect it (if a different target is viable).
Dice: Presence + Occult
Duration: Instant
Action: Reflexive Cost: 1 Faith
Torment: Instead, successes achieved for this Evocation are added to the other power being used.

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