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Sense Configuration •

Fiend senses the local convergence of consequential forces. Specify the type of event to detect (e.g. car accident, Joshua returns). Sense the event a number of days ahead (if it will happen) equal to Paragon. Success: 1 = Learn the general location of the event. 2 = Also generally when. 3 = Grants the specifics of when & where. The range at which the event can be detected is 100 yards per Paragon. The event is only the most likely fate before the Fiend's intrusion. Each type of event can only be sensed once per day.

Dice: Wits + Investigation

Duration: Instant

Action: Instant Cost: None

Torment: Instead, only sense violent events, but receive a mental, blurry image of those involved.

Trace Pattern ••

At the location of the event, the Fiend analyzes a previous event that the Fiend knows about and that has happened within the past hour. Learn the various factors that caused it to occur. Successes: 1 = The immediate circumstances that caused the event. 2 = Revealing a few minutes before the event, 3 = Up to 15 minutes back to give a broader view of how it happened. Knowledge is gained instantly.

Dice: Intelligence + Investigation

Duration: Instant

Action: Instant Cost: None

Torment: Instead, see a violent event up to 3 hours.


Foresee •••

Fiend is taken out of the initiative order, the Fiend may place themselves back into it whenever they want, even after actions are declared (interruptingthe action, but it has to before dice are rolled). This ability to choose when to act functions each turn.

Dice: Wits + Dexterity

Duration: 1 scene

Action: Reflexive Cost: None

Torment: Also, the Fiend gets +2 dice on attacks but cannot wait to hear the declaration of an action.


Casual Intuition ••••

Pick a person or creature within sight (not through a camera or picture) and learn one important event that’ll happen to the target. Paragon equals how many days into the future. The event learned is the event most significant to the target within that period of time. Can only be cast on the same targetonce per day. Information is only the most likely fate before the Fiend's intrusion. Events are described to the Fiend from the eyes and ears of the target, each success also grants fifteen seconds prior to when the event happens (e.g. 2 successes, you look into your Thrall’s future, and see them 30 seconds before crossing the street, they had just said goodbye to a woman named Laura and came out of a bookstore. They hear a loud horn before getting hit by a bus.)

Dice: Intelligence + Investigation

Duration: Instant

Action: Instant Cost: 1 Faith

Torment: Instead, the Fiend can only learn of events of misfortune but also hears the target's thoughts.


Twist Time •••••

The Fiend doubles her own Speed trait, gains +2 Defense, +3 Initiative, and gains an additional action that takes place at the very end of the turn, and +1 Strength when striking something (applying the same amount of force but in a shorter period of time results in greater impact, hence the +1 Strength). One other target in line of sight may also be either sped up with the same benefits, or slowed down (slowing makes them receive: -3 initiative, -2 to their dice pool for physical actions, -2 Defense, and their Speed is halved, rounded down). Only supernaturals get a roll to contest.

Dice: Intelligence + Wits Vs. Resolve

Duration: Turns equal to successes

Action: Instant Cost: 1 Faith

Torment: Also, slowed targets roll Wits, if they fail they lose their first turn. Targets that were sped up roll Stamina, if they fail they instantly age 1 year (excluding the Fiend).

This timeline currently doesn't have any eras. Add one or several eras to it, after which you can add elements to the eras here.