Domain of the Fundament

• Influence Gravity
The Demon can alter the way gravity affects her body, allowing her to leap enormous distances, hang suspended in the air or plunge at her foes like a meteorite. Demons who defy gravity aren't weightless, per se — they are still affected by outside forces as normal.
Cost: None
Dice Pool: Strength + Athletics + Fundament
Action: Instant
Duration: One turn.
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Use the normal jumping rules (See: World of Darkness rulebook page 66) with the above dice pool and multiply the height or distance by 10.
If used to avoid falling damage, each success subtracts 3 bashing or lethal wounds from the fall’s damage.
If used to speed your decent, each success adds 3 levels of bashing damage from the fall.
Exceptional Successes: The demon can completely cancel the effect of gravity, able to float in mid-air. This effect also lasts the scene. Note that when combined with some form of propulsion (wings for example) flight is possible.
Turmoil: Normal roll result occurs with the added effect of the gravity surrounding the Demon randomly increasing or decreasing within a number of yards around the Demon equal to his Dominion score. The Storyteller is free to use her discretion when describing the chaotic effects that occur around the Demon. The random gravity effect lasts a number of turns equal to the Demon’s Dominion score.

•• Direct Gravity
The Demon can access the micro-gravitational fields of solid objects such as walls to reorient which way is “down". Allowing her to run up walls or walk on a ceiling.
Cost: None
Dice Pool: Strength + Athletics + Fundament
Action: Instant
Duration: A number of turns equal to the Demon’s Dominion score.
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The Demon is able to choose the direction of gravity for herself by altering her gravity to come from nearby objects (such as a wall or ceiling. Once the direction is chosen (up, left, right, forward, etc.), it remains that direction for the remainder of the duration, unless this Evocation is called again. The Demon must be near an object of greater mass than her to redirect her gravity in that direction. The range limit is the Demon’s Dominion score in yards (if the ceiling is too high, it cannot be chosen as the new source of gravity). Note that when Evocation is over, normal gravity reasserts itself. This can be very dangerous if the Demon was walking across a high ceiling.
Exceptional Successes: For the duration of the effect, the Demon can change the direction of her gravity as a reflexive action, allowing her to walk on all four walls, the ceiling and the floor with a single use of the Domain.
Turmoil: Objects and people touched during the duration of the Evocation, receive 1 point of bashing damage each round of contact due to the warping of gravity. This effect shows up as footprints and hand prints in the walls and ceilings climbed upon, while living things receive bruises.

••• Dampen Inertia
The Demon can reduce the inertia of anything that touches her, slowing it down or stopping it in its tracks. Bullets fall away from her skin without harm. She can snatch projectiles out of the air (provided she can see them), or block a broadsword with her pinky finger.
Cost: 1 Faith.
Dice Pool: Stamina + Science + Fundament
Action: Instant
Duration: 1 Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Each success gains the Demon a form of armor subtracting dice from the attack. This armor protects him from damaged caused by moving objects (such as bullets, knives, fists, or the ground) by slowing (or stopping) them as they touch the Demon’s skin (this includes falling damage as well). Thus, other forms of damage such as acid, lightning, and fire are unaffected. To actually snatch a projectile out of the air, add the Demon’s Fundament rank to the Dexterity + Athletics roll for catching objects. (See pages 67 and 68 of the World of Darkness rulebook for rules on catching objects.) Note: A projectile must be seen to be able to catch it. This armor is stackable with normal armor (like a Kevlar vest).
Exceptional Successes: No further benefit is gained.
Turmoil: Objects are not caught, but they are blocked. Blocked attacks fly off in a random direction. If the random direction would endanger another, re-roll the blocked attack roll. Armor bounces the attacks off in random directions just as blocked attacks.

•••• Acceleration
The Demon can affect the speed of her own body, granting her supernatural speed or force.
Cost: 1 Faith
Dice Pool: Varies
Action: Instant
Duration: A number of turns equal to the Demon’s Dominion score.
Roll Results
Dramatic Failure: The Evocation fails and the demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: There are three possible effects (only one of which is chosen when evoked)
1) Roll Dexterity + Athletics + Fundament. Each success adds the Demon’s normal speed to itself, doubling it with one success and tripling it with two successes. A speed rating of 8 becomes 16 with one success and 24 with two.
2) Roll Dexterity + Athletics + Fundament. For the duration of the effect, add the number of successes as dice to any melee, brawl, or thrown object attack.
3) Roll Dexterity + Wits + Fundament. The Demon increases her reaction speed. She retains her defense rating against ranged attacks and can also add the number of success rolled to her initiative for the duration of the Evocation. As an added bonus, the Demon can now perceive in high speed. Allowing her to see, for example, bullets as they fly through the air.
Exceptional Successes: No further benefit is gained.
Turmoil: As normal, but the accelerations of the Demon so disturbs the air around her that she is surrounded by an aura of blistering heat that radiates out a number of yards equal to the number of successes on the Turmoil roll. Living beings caught within the area of effect suffer one level of bashing damage.

••••• Phase Out
The Demon can move himself (and held objects) temporarily out of phase with the rest of the world. Although he is still visible, his new “phase” makes him temporarily invulnerable to normal physical attacks. Allowing bullets to pass through him without harm and even allows the Demon to pass through solid objects such as walls.
Cost: 1 Faith (+ Varies)
Dice Pool: Dexterity + Science + Fundament
Action: Instant
Duration: A number of turns equal to the Demon’s Dominion score.
Roll Results
Dramatic Failure: The Demon stuns himself for 1 round, unable to perform any actions.
Failure: The Evocation fails with no effect.
Success: The Demon may ignore any physical object that passes through him (including attacks) and any object that he passes through. However, each turn that a physical object passes through him (or vice-versa) he looses one point of Faith. Multiple attacks in the same turn only cost the Demon 1 additional Faith point, although walking through a large object may take multiple turns costing multiple Faith. If the Demon ever runs out of Faith while out of phase, he returns to normal immediately. Returning to normal while phasing through objects will cause lethal damage to the Demon. Exact damage depends on the situation and is up to the ST.
Exceptional Successes: Faith is not lost when objects pass through the Demon (or vice-versa).
Turmoil: Lack of control by the Demon prevents him from phasing out completely. Damage is not ignored, but only halved. However, the object passing through the Demon takes the other half as the Turmoil affects the object. This damage ignores durability ratings. Bullets are destroyed and fists are mangled. If there is no damage to divide (ex. Walking through a wall or a slow hand passing through an arm) The object and Demon both still take 1 point of lethal damage each.

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