Read Emotion •
Bring a target’s hidden emotions to the surface (range is 5 yards). This is revealed in subtle body language. The target is unaware of this. The Defiler also gains bonus dice against the target equal to successes for contested social rolls for the duration. Each target can only be affected once a day.
Dice: Wits + Empathy
Duration: 1 scene
Action: Instant Cost: None
Torment: Also, the target feels slightly drained and hollow. They also lose a Willpower point if the Defiler’s Torment is higher than their Willpower.
Emotional Response ••
Touch. Inspire a chosen emotion within a target. The intensity of the emotion is equal to successes, 1 success is a noticeable shift in mood, 2 requires the target to roll Willpower to resist giving in to the emotion, and 3+ successes makes it impossible for them to not react to the emotion. Each target can only be affected by this Evocation once per scene.
Dice: Manipulation + Empathy vs. Composure
Duration: 1 scene
Action: Reflexive Cost: None
Torment: Instead, the target loses the ability to feel a specific (or random, if unintended) positive emotion, and they cannot feel the emotion again for a number of days equal to the Defiler’s Torment.
Sensory Addiction •••
Touch. The Defiler may enhance the perceptions and pleasures of another. Successes give equal bonuses to Perception rolls and physical pleasure is amplified by factors (e.g. x2, x3). Supernaturals may resist with a contested Willpower roll. After the effects wear off the target rolls Willpower. If they fail then they are penalized by 2 dice (lasts 1 scene), also they become addicted to the feeling and seek to enact it again if possible. (This functions like Blood Addiction in Vampire: The Requiem pg. 158) Each scene the subject is around the Defiler, they will try to convince or force the Defiler to reenact the Evocation (force is an unlikely strategy, most likely they will beg and offer to do almost anything to get their fix). A successful Willpower roll will allow them to resist the urge to beg or coerce the Defiler for as many hours equal to their Resolve. Every time they fail they have a cumulative -1 (max -5) to resist. Every year that passes, or each exceptional success theyroll to resist, decreases addiction by 1 until it’s gone.
Dice: Presence + Expression
Duration: 1 scene
Action: Instant Cost: None
Torment: Instead, inflict searing agony. The Defiler's successes subtract from their Perception dice pools. Half of the Demons successes (round down) act as dice penalties to all of the targets rolls for the scene. This does not have the addicting effect.
Obsession ••••
Heighten an interest or desire to an all-consuming obsession. The Defiler most know of the desire they wish to heighten in the target. Range is yards equal to Paragon. The target knows no peace unless they are making progress toward their obsession.
Dice: Manipulation + Persuasion Vs. Willpower
Duration: Days equal to Paragon, or until completed
(Against supernaturals the duration is for a number
of hours instead of a number of days.)
Action: Instant Cost: 1 Faith
Torment: Also, the obsession is exaggerated to psychotic levels. They literally feel physical pain if they are not completing the obsession.
Inspire •••••
Each success adds +2 to Intelligence, +2 Wits and +2 Expression to a mortal. After, they must succeed with a Willpower roll or lose 1 Willpower dot.
Dice: Presence + Expression
Duration: Days equal to Paragon
Action: Instant Cost: 1 Faith
Torment: Also, mortal goes over the edge from genius to madness. Instead of possibly losing a Willpower dot, after the powers effect the target must roll Willpower and achieve a number of successes equal to the Defiler's Torment, if they failthey gain a permanent major derangement.