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Fingers of Air •

The air becomes an extension of the Scourge’s will. Successes + Paragon become the dice pool to use to manipulate objects. The level of fine motor control is equivalent to human hands (e.g. you could not pick a lock with the air, but you could type out a message). The strength of these manipulations is equivalent to an adult with 1 Strength (2, with exceptional success). Range is 2 yards times by Paragon. It is an Instant action for each use during the duration.

Dice: Dexterity + Stealth

Duration: 1 Scene

Action: Instant Cost: None

Torment: Also, the smell of brimstone that arises.

Fist of Air ••

Each success does one Bashing damage. Target does not get their defense but they do get armor & cover. Range is equal to Paragon x 3 yards.

Dice: Strength + Athletics

Action: Instant Cost: None

Torment: Instead, the hate intensifies the high pressure of air to cause Lethal damage.

Summon Wind •••

A powerful wind arises to oppress all within range. Range is a 50 yard radius. Successes equal the Strength of the wind. This wind effects all except the Scourge. Those affected must make a Strength + Dexterity roll each turn (as a Reflexive action) and meet or exceed the wind’s Strength if they wish to stand upright, either way, all within range suffer a dice penalty for all physical actions and Perception rolls equal to the wind’s Strength. The Strength of the wind is halved (round down) indoors.

Dice: Strength + Stamina

Duration: 3 turns multiplied by Paragon

Action: Instant Cost: None

Torment: Also, the wind has the stink of death and decay. All others roll Stamina, failure means they lose a turn. This only happens once in a scene.


Wall of Air ••••

The Scourge condenses the air into a solid barrier 4 feet thick. The air visibly distorts like wavy glass. The Wall of Air is Paragon x 10 square feet in size. It can be in any horizontal or vertical shape the Scourge wishes (but the third dimension of depth is always 4 feet). It must be made within line of sight, in yards equal to Paragon x10 from the Scourge. A speeding vehicle or a fired bullet are the only things likely to get through, though only a high powered gun (like a sniper rifle) would have a chance of hitting the intended target on the opposite side. (A Feat of Strength of 10 is needed to pass, even if crawling.)

Dice: Strength + Survival

Duration: 1 Scene

Action: Instant Cost: 1 Faith

Torment: Also, faces appear within the violently swirling wall of air, and the wind sounds of damned souls. A composure roll is made for any mortal witnessing it, if they fail they are gripped with fear.


Cyclone •••••

The Scourge stirs up a raging whirlwind in the time of a heartbeat. This must be evoked outdoors. It is a tornado with a diameter of 7 feet at the base and 70 at the top that does not connect to any clouds. It can be directed if the Scourge maintains complete concentration (does not get defense). If she loses focus the Cyclone moves randomly but control can be regained with a successful Willpower roll. Successes x Paragon equals the Strength of the Cyclone, and anything it touches is pulled and

thrown equal to the Feat of Strength chart (WoD, pg. 47) After 7 turns the Strength of the Cyclone weakens by 1 Strength each turn until it dissipates.

Dice: Strength + Stamina

Duration: Variable

Action: Instant Cost: 1 Faith

Torment: Also, the Cyclone hungers for and steals the air from living creature’s lungs. Any (except Scourge) within the Cyclone or within 10 yards of ittake a bashing damage a turn.

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