Domain of Humanity

• Language of the Ages
This Evocation allows the Demon to conjure the ancient memories of the first languages into the mind of humans and speak in the "ideal" language that all mortals instinctualy know and understand.
Cost: None or 1 Faith
Dice Pool: Intelligence + Empathy + Humanity
Action: Instant
Duration: A number of turns equal successes or 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 becomes 1 Turn the Demon can communicate thusly or by spending 1 Faith the Duration can be extended to 1 scene. This is an overt effect as the mortal hears unrecognizable syllables that their mind puts together to unexpectedly form meaning. While this Evocation is active the Demon is capable of speaking the ideal language and can understand any and all forms of communication.
Exceptional Successes: The effect is extended to the whole scene without the need for the Faith expenditure.
Turmoil: The Demon cannot help but speak with spiteful invective. The manner of speech lends itself to intimidation providing the 9 again rule on such rolls but taking away the 10 again rule on persuasion rolls.

•• Insinuate
With this Evocation, the Demon can seem to make friends very quickly. Meeting a stranger at a bar and talking like old friends after only moments. These new friends reveal business plans and family troubles almost without any prodding by the Demon. Although the Evocation only works if the Demon isn’t already seen as an adversary.
Cost: 1 Faith
Dice Pool: Manipulation + Subterfuge + Humanity vs. Target’s Composure + Dominion (largest of group, if multiple targets are being affected)
Action: Instant
Duration: Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Only one success is needed to give mortals the sense they have known the Demon for some time and consider him a friend. While the ST adjudicates the exact impact on the target’s behavior it generally means they speak openly and honestly about casual subjects at least and may reveal more if encouraged. This Evocation cannot be used during stressful situations such as combat, high stakes gambling or hostage negotiations.
However, mortals in distress not directly related to the Demon can be made easy prey with this power. The maximum number of people that can be affected at a time are equal to the Demon’s Domain of Humanity + Dominion.
Exceptional Successes: No further benefit is gained.
Turmoil: The Evocation results in the target seeing a kindred spirit of sorts in the Demon with regard to their secret desires. These victims will often attempt to broach the topic of their own Vices in conversation hoping to find that enabler they’ve been looking for.

••• Fade
The sight of a Demon is hard to forget, but their human form is easier to wipe from the minds of mortals. Using this Evocation, a Demon can blur mortal memories of the Demon and possibly erase them completely.
Cost: 1 or 2 Faith (see below)
Dice Pool: Manipulation + Socialize + Humanity
Action: Instant or Reflexive (see below)
Duration: 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 becomes a -1 penalty on Intelligence rolls for onlookers to recall details of the Demon (like name or appearance), if questioned about events of the scene. If the number of successes on the Evocation exceeds a mortal onlooker’s Resolve, that mortal does not remember the Demons presence at all. If the Demon unexpectedly becomes involved in something he’d rather not be connected to, he may activate this Evocation reflexively immediately after the event begins by spending 2 Faith. In this case, the Demon will not be remembered at the event, unless he performs some momentous action after activating the Evocation. Note: Regular rules on the number of Faith that a Demon can spend per turn still apply.
Exceptional Successes: No further benefit is gained.
Turmoil: This version of the Evocation can be very dangerous. The Demon radiates such an intense aura of inhumanity, onlookers clearly remember the Demon’s image for weeks, but fear if they talk about him he’ll know and come for them. For most, this means they’ll be happy if the Demon never appears again, but for the strong willed, vengeful or fanatic they may hunt the Demon down to eliminate the source of their terror.

•••• Confessional
This Evocation allows the Demon to extract information out of someone with ease. Questions asked of the target must be answered quickly and truthfully. The Evocation is as useful in an interrogation as it is in a social conversation.
Cost: 2 Faith
Dice Pool: Presence + Empathy + Humanity vs. Target’s Composure + Dominion
Action: Instant
Duration: Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Success results in the Target responding with complete candor to the Demon’s questions. The Demon has to be very careful in what he asks. With a circuitous conversational route to cover all his questions the target may think he was outfoxed, led into a conversational trap. Direct questions about secret things will reveal the compulsion to the victim likely creating a life long enemy.
Exceptional Successes: With an exceptional success the target will not remember any part of his conversation with the Demon allowing the fiend to be as brutally direct as desired.
Turmoil: The Evocation can only reveal the target’s most shameful memories and desires. This is excellent for gathering leverage, but not necessarily the most effective means of gathering information.

••••• Alter Memory
A mortal’s memories are what defines him. Altering those memories is no easy task then for it means redefining the mortal. However, the mortal mind is tricky and some memories, unpleasant or embarrassing, the mind may want to forget.
Cost: Varies
Dice Pool: Manipulation + Subterfuge + Humanity vs. Target’s Resolve + Composure
Action: Instant
Duration: Permanent
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: The Storyteller determines the value of the memory the Demon wishes to alter based on how integral it is to the mortals persona and how much the mortal wishes to forget or remember differently. The value of the memory determines the Faith cost of this Evocation, very fresh or casual memories may only cost one while something that is precious or defines the character, like a shoe salesman’s recall of his glory days on the high school football team, may cost 5 or more. The ultimate effects this Evocation has on a character are up to the ST but it may eliminate a derangement, restore lost Morality or alter a Virtue or Vice. Usually terrifying, but potentially life altering memories, such as being victim of a demonic cult or being the victim of child abuse, are about 3 Faith, the desire to forget the horror offsetting the character’s altered perspective on the world. Note: This Evocation can only be used on mortals, though Thralls, Sleepwalkers, the Wolf Blooded and Ghouls are all valid Targets.
Exceptional Successes: Faith cost is reduced by 1
Turmoil: The Demon can only obliterate memories. The mortal has no sunny afternoon playing catch in place of his beatings in the shed, instead he only has vacuous holes. He gains the Severe Amnesia derangement. Not even therapy or Mind magic can restore these gaps meaning the target may be trading one torture for another.

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