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Light •

The Fiend fills an area (25 yard radius) with pale silvery light, akin to moonlight. The illumination is strong enough to negate any penalties to vision. This evocation may also be used to create intense bursts of light (that emanates from the Fiend) to stun enemies. (This burst can be directed to avoid allies.)Victims contest, if they fail they are blinded for 1turn. The Fiend gains a cumulative -2 dice to attempt this again on the same target(s) in the same scene.

Dice: Wits + Science Vs. Wits + Stamina

Duration: 1 scene

Action: Instant Cost: None

Torment: Instead, inky darkness that no light can penetrate (same radius), but does not affect Fiend.

Bend Light ••

The Fiend can bend light around herself to distort the appearance of the Fiend’s location granting +1 Defense for each dot in Lore of Light. Bend Light can also be used to see around one corner (but those around the corner cannot see the Fiend in return. )

Dice: Wits + Science

Duration: 1 scene

Action: Reflexive Cost: None

Torment: Instead, light begins to collide with the air molecules to either speed them up or slow them down. The ambient heat of an area of 30 cubic yards will either raise or lower by 5°F times Torment.

Eerie Sight •••

This power effects what a single target sees. Range to initially affect the target is equal to Paragon x 5 yards (afterwards distance does not matter). No others around the target see anything different, only the target’s vision is altered. What the target sees is completely up to the Fiend. It can be a detail added (or omitted) to what is otherwise accurate vision, or everything they see could be false. At the time of the Evocation the Fiend describes what the target will see and where or how they will see it (e.g. a particular door just looks like a flat part of the wall, a weeping ghostly image always appears over their shoulder when they look in a mirror, every time the target touches a gun everything turns a hue of red.) These can be animated illusions, but cannot adapt themselves beyond the description. If the target starts interacting with the false images in ways that reveal its falseness (i.e. going through a door that isn’t there would disrupt its logic, but a ghostly apparition above their shoulder cannot be revealed as false, ect…) then the Evocation starts to breakdown. The falsified imagery unravels at the end of a number of turns equal to the number of successes.

Dice: Intelligence + Expression Vs. Wits + Composure

Duration: (If it does not unravel) Days equal to Paragon vs. a Mortal, or 1 scene vs. a Supernatural.

Action: 3 turns Cost: None

Torment: Also, the Evocation infuses the target with madness. Target suffers a minor derangement for a number of weeks equal to Torment.

Illusion ••••

The Fiend describes imagery that anyone within a specific area will begin to see (e.g. Those within this area will see goblins) This illusion cannot unravel. Area is equal to successes + Paragon x10 cubic yards.

Dice: Intelligence + Expression

Duration: 1 hour per point of Paragon

Action: Instant Cost: 1 Faith

Torment: Also, illusion manifests disturbing qualities. Witnesses roll Willpower, on failure they acquire a minor derangement for days equal to Torment.

Coherent Light ••••

Range is in yards equal to Paragon x 10. A beam of condensed white light erupts from the Fiend’s hands or eyes and strikes a target. Successes equal Lethal damage. Targets do not get their Defense, nor cover nor armor modify (unless completely covered).

Dice: Intelligence + Science

Duration: Instant

Action: Instant Cost: 1 Faith

Torment: Instead, the damage becomes aggravated.

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