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Summon Water •

Select desired effect. Successes needed for: fog = 1, sudden shower = 2, torrent of rain = 3, flood = 4. Only the flood effect needs a large source of water within 100 yards (e.g. a river or lake), and causes that source of water to surge forth at the rate of (approximately) 3 feet high, 30 feet wide and traveling at a speed of 10mph. The range of the fog and rain is a radius of half a mile, and the flood is not limited by a range, just duration.

Dice: Resolve + Survival

Duration: Paragon x 5 turns (Afterward, the fog

dissipates, the rain stops, and the flooding recedes.)

Action: Instant (but takes effect at the beginning of

the next turn, which is when the duration begins).

Cost: None

Torment: Also, the water is slimy and foul, spreading disease. Torment gauges the virulence of diseases.

Water Form ••

The Demon transforms into water or mist (along with clothing and personal items that fit in the clothing). Immune to damage (except magical attacks, intense heat and intense cold). Can only be done once per scene (can be undone Reflexively).

Dice: Stamina + Survival (or Medicine)

Duration: Successes + Paragon multiplied by 10 turns

Action: Instant (Reflexive with 1 Faith point)

Cost: None

Torment: Also, the water they become is polluted and burns others like acid, exposure equals 1 Lethal.

Winter’s Touch •••

Touch. The Demon spreads a half an inch layer of ice across a surface. Ice spreads out from the point of contact over a surface equal to successes x Paragon

in square feet. Creatures suffer a Bashing damage for every 1/3 of their body covered in ice (e.g. if 2/3’s of their body is covered, they suffer 2 Bashing damage. Adult humans have approximately 15 to 20 square feet of surface area). Each success on a (Reflexive) Strength + Stamina roll of the a victim will break ice off of 1/3 of their body. Performing this again on the same target in the same scene imposes a cumulative -1 dice penalty. Successive uses can be used thicken the ice layer by a half an inch each time or to extend out the surface area covered by ice.

Dice: Strength + Resolve

Duration: Runs its natural course (eventually melts)

Action: Reflexive Cost: None

Torment: Also, the ice becomes exceptionally cold and would cause Lethal damage instead of Bashing.

Command the Storm ••••

Conjure a storm out of thin air or banish a hurricane with the wave of a hand (e.g. creating a rainstorm in the middle of the Arizona desert would impose a -2 dice penalty [other penalties or bonuses determined by the ST] while being near the ocean would not). Successes determine what intensity the Demon can banish or create using the following scale: 1 = rain, 2 = thunderstorm/snow, 3 = tropical storm or blizzard, 4+ for tornado or hurricane.

Dice: Strength + Science

Duration: 3 hours

Action: Instant. 7 turns to manifest. Cost: 1 Faith

Torment: Also, destructive additions, even when trying to banish weather (e.g. hail, intense humidity).

Invoke the Storm •••••

Must be outside. Local area manifests storm qualities in a space the size to a city block. Wind, rain, snow, hail and lightning can be directed at targets. Dice pool after Evocation is Paragon + Successes. Number of targets is equal to Paragon. Exceed target(s) Stamina to knock them down with wind or blind them for two turns (with rain or snow). Hail does bashing per success (dice pool reduced by cover/armor). Lightning takes 7 turns to recharge and only hits one target. Lightning will automatically hit a visible target and deal 10 Bashing damage minus target’s successes from a Stamina + Paragon roll. Each effect takes its own Instant Action to perform.

Dice: Resolve + Survival (or Science) Vs. Stamina + Paragon

Duration: 1 Scene

Action: 2 turns to Evoke. Cost: 1 Faith

Torment: Also, each turn a random target is hit with an aspect of the storm (except lightning) at strength equal to Torment.

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