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Enhance Object •

One success grants the Malefactor an innate understanding of how an object is used. Also, an object can receive a non-combat equipment modifier bonus equal to successes with a maximum of +3. Successes can also be spent on repairing damage to the item, up to a maximum of 5 points.

Dice: Wits + Crafts

Duration: 1 scene. Modifier Permanent with 1 Faith (repairing damage is Permanent without Faith.)

Action: Instant Cost: None

Torment: Also, the item is cursed. Rolling more 1’s, 2’s or 3’s than successes results in a dramatic failure when using the object.

Activate Object ••

Range is 2 yards x Paragon. The Malefactor can cause a mechanical object to operate by force of will. Hinges move, levers operate, buttons can be pressed, but hammers don’t pick themselves up and start hitting things. Successes needed varies (e.g. door opening would be 1, making a gun come out of safety, chamber a round and fire would take 3 [but that gun could not be pointed in a new direction])

Dice: Intelligence + Crafts

Action: Instant Cost: None

Torment: Also, object takes 2 structural damage after activation.

Shape Object •••

Touch. Shape matter by force of will (e.g. window into a glass crown, a steel tail pipe into a razor

edged sword). Successes depend on complexity. Hammer = 1, Sword = 3, Clock = 5. With the right materials and knowledge, engines or computers can be made as extended actions.

Dice: Dexterity + Crafts

Duration: Permanent

Action: Instant or extended Cost: None

Torment: Also, rolling more 1’s, 2’s or 3’s then successes results in a dramatic failure when using

the object.

Enchant Object ••••

Invest an object with the power to perform a specific Evocation or a made up power. The ST determines the Lore (and the level) required. The Malefactor may also meet the requirements of Lore by having a Demon that knows the necessary Lore invest half (rounded down) of the Faith points required. (e.g. 1 success and 1 Faith point could create a knife that never loses its edge [no additional Lore required], 5 successes and 3 Faith points could create a key that opens any normal lock [Lore of Portals 1 required], 0 successes and 5 Faith points could create a mirror

that reflects the individual’s darkest secret, [Lore of

Radiance 5} Users roll Willpower to activate item (or they may need to spend a Willpower point to activate item).

Dice: Dexterity + Crafts

Duration: Permanent

Action: Instant or Extended Cost: Variable

Torment: Also, rolling more 1’s, 2’s or 3’s then successes results in a dramatic failure when using the object.

Imbue Object •••••

An object made of natural materials and shaped by the Malefactor can, over time, trap souls. Any non- Demon and non-undead who has the item for a period of time begins to obsess about it, the more they give into the obsession the sooner it attempts to trap their soul. The item can trap multiple souls. For every soul trapped it gains a +1 equipment modifier (to a max of +5). ST decides when the item attempts to trap the soul (they roll the victims Willpower in secret to see if they resist)."Soul Loss" is described in Mage (pg. 276). Breaking the object near the victim restores the soul to the body (other souls released not near their bodies simply pass on.)

Dice: Resolve + Crafts

Duration: Permanent, until broken

Action: Instant Cost: 1 Faith

Torment: Also, the soulless are filled with Torment, making them become serial killers instead of listless.

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