Body Control •
Choose the intended effect before rolling. This Evocation can only affect the Devourer.
- Purge Poisons: This includes alcohol, medication, hemlock, ect… Only one success is needed, but the potency/quantity of the chemical can levy penalties up to a maximum of -3 dice for the Evocation roll.
- Breath: Each success effectively increases Stamina by 1, but only for the ability of holding one’s breath.
- Heart Rate: 1 success needed to slow heart rate, it becomes so slow as to fool an examiner that the yare dead. Or heart rate can be sped up providing +2 Speed for each success (and with 3 or more successes the Devourer also gains +1 Strength). Speeding heart causes any Lethal damage suffered to increase by +1.
- Metabolism: Two successes are needed for this effect, if achieved, then for the Evocation's duration, natural healing times are halved (rounded up).
Dice: Stamina + Athletics
Duration: Purging Poisons: Permanent.
Breath & Heart Rate: 1 scene. Metabolism: 1 day.
Action: Instant Cost: None
Torment: Also, the Devourer gains +3 Initiative but loses 1 Intelligence dot. And this Evocation cannot be cancelled Reflexively, Torment effect only ends
when the Devourer eats as many pounds of food equal to their Torment.
Manipulate Nerves ••
Touch. Sharpen or dull the reflexes and senses of the Devourer or another. The target receives either +2 or -2 to both their Defense trait and Perception rolls.
If the Devourer is attempting to lower reflexes and senses of another, then the Evocation is contested.
Dice: Dexterity + Medicine Vs. Stamina
Duration: 1 scene (or 1 day with 1 Faith point)
Action: Instant Cost: None
Torment: Also, for the next week the target suffers a number of hallucinations equal to Torment.
Manipulate Flesh •••
Touch. Enhance Physical Attributes on a one-for-one basis of self or another (or degrade them by an equal amount). No single attribute may be raised (or lowered) more than two points. Adjustments may be split between attributes however desired.
Dice: Strength + Medicine
Duration: 1 scene (or 1 day with 1 Faith point)
Action: Instant Cost: None
Torment: Also, Attributes may be raised above 2 but
the total number of adjustments do 1 point of Bashing damage for each one in excess of target's Stamina. This cannot be healed for the duration of this power.
Restore Flesh ••••
Touch. Each success can heal all Bashing or two Lethal. 2 Successes can be used to heal one Aggravated damage. Limbs and organs can be restored, and all illnesses (not derangements) eliminated (ST decides successes needed for those).
Dice: Intelligence + Medicine
Duration: Instant
Action: Instant Cost: 1 Faith
Torment: Also, tainted by hatred and pain, the target rolls Willpower if they succeed they suffer a minor derangement that lasts for 1 scene, if they fail
then it’s permanent. If Torment rank is higher than target's Willpower the derangement is major. the ST assigns the number of successes needed. (e.g. A human increased to a height of 7 feet and given a grotesquely big mouth with sharp teeth like that of a shark would be 2 successes for the height change and 3 more for the shark mouth.) This can be an extended roll (must have willing or restrained targets for the extended roll).
Dice: Strength + Medicine Vs. Willpower
Duration: Days equal to Paragon. Against mortals it
can be made permanent with a Willpower point.
Action: Instant Cost: 1 Faith
Torment: Also, target gains a minor derangement. (If Torment is higher than Willpower, it is major.)