Monday, July 14, 2014

Demon: Lore of Patterns

Patterns allows one to find that which is of great import.  (Skyrim picture)
Trace Pattern
You sense the importance of each object or person to an event within faith in yards. This manifests as crystalline threads connected to your self that only you can see. The thicker the tread the more important the object.
Action: Instant.
Cost: None.
Dice Pool: Wits + Investigation + Patterns.
High Torment: The demon threads show everything in his vicinity that could be used to injure, distract or cause harm to another. The thickness of the thread reveals its potential to do harm.

Sense Congruence
You can get a sense for a location and a time where a particular event is going to occur.  This event must be more uncommon then when and where a particular person next go to sleep and must be more specific then when will someone attack a particular person.  As with the latter example, it would be enough if you added a specific location, type of attack or type of attacker (i.e. John Beverly, pair of devils or pack of werewolves).
Action: Instant.
Cost: None.
Dice Pool: Intelligence + Occult + Patterns (versus Composure + Power Stat for high torment).
High Torment: Observation can affect the outcome of any event and thus the event you examine is more likely to go violently wrong and, if already violent, is likely to become more painful for all concerned.  Individuals involved can roll to resist this power.

Foresee
You can spend a brief period of time in quiet contemplation to create a second sense for dangerous situations.  Once during the next 24 hours when something particularly unexpected, dangerous or eventful happens (in other words, when events go to Initiative), you not only automatically go first but you get to hear every other involved person's intended action before deciding on your own action.  If you choose to take a dodge action you instead get to times defence by three.
Action: Instant.
Cost: None.
Dice Pool: Intelligence + Occult + Patterns
High Torment: Your vicious and vindictive nature allows you to add bashing damage equal to successes to this first action.

Causal Influence
You can choose to affect the web of fate so that at some point between 1 hour - 10 minutes per Faith to Faith in days (your choice) a person receives a message, object or opportunity of your desire.  This could mean that a person happens to put up an advertisement which another person happens to read out loud while your intended recipient happens to pay attention (thus hearing it and feeling to their bones the importance of that message) or it could involve the fallen dropping a pistol which is picked up by a child which is taken by a parent which is thrown out of a car window which is picked up by a thug which is deposited behind the dumpster by a thug which is right where the target needs it to be when they are flung to the ground by a mobster.  Or a bouncer could be distracted by an old friend just when the target wishes to enter.
Action: Instant.
Cost: 1 Faith.
Dice Pool: Intelligence + Investigation + Patterns.
High Torment: Your inner cruelty can only nudge things through acts of violence.  The intended recipient is accosted by a person with schizophrenia who has had that phrase echo through their mind repeatedly and with force, the pistol is left behind the dumpster by the thug who was shot in a gangland shooting, or the bouncer is punched in the face and distracted by a distraught passerby.  You have no control of the situation beyond declaring a number of people equal to Torment (who must be known by name or a specific detail) immune to such violent repercussions.

Twist Time
You can alter the flow of time for yourself and move through a bubble in time where everything moves according to the normal amount of time while the world around you is slowed down considerably for rounds equal to Faith + successes.  Everything you touch (including other people) enter your time bubble for so long as you touch them.  Anything you pick up and throw will seem to pause in space for this time before dealing lethal damage equal to successes to any target.
Action: Instant.
Cost: 1 Faith.
Dice Pool: Intelligence + Science + Patterns (versus Resolve + Power Stat for high Torment).
High Torment: The sudden flicker in and out of time damages the will of those who are suddenly caught up in, robbing them of a single willpower point and inflicting a derangement upon them that lasts for 24 hours.

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