Domain of Paths

• Know Path
With this Evocation the Demon can get a much better idea of the challenges he will face on any journey, the secret is to plot his path ahead of time.
Cost: None
Dice Pool: Intelligence + Survival + Paths
Action: Instant
Duration: 1 Journey
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 gives the Demon foreknowledge of one potential obstacle. Examples include existing natural hazards such as sink holes or planned threats such as ambushes.
Exceptional Successes: No further benefit is gained.
Turmoil:The Demon sees threats at every intersection giving him an edge. He gains a +1 bonus in the first round of any combat encounter of which he has foreknowledge.

•• Find Path
The Demon can see a path before him like moonlight coming through the trees. It will lead him wherever he desires provided he knows where he’s going if not how exactly.
Cost: None
Dice Pool: Wits + Survival + Paths
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:The Demon can follow his senses to any location, but he must have an idea of where it is he wants to go. Less familiarity can penalize the roll, -1 for only having seen a picture to -5 for only having a vague description.
Exceptional Successes: No further benefit is gained.
Turmoil:The Demon’s path actually crosses another of violence or pain. The Demon will get the drop on any such situation effectively ambushing combative foes. If the path instead crosses one of great suffering such as a cancer patient the Demon may interact as desired.

••• Conceal Terminus
This Evocation is most commonly used to keep others out of the Demon’s Lair.
Cost: 1 Faith
Dice Pool: Manipulation + Stealth + Paths
Action: Instant
Duration: Instant
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: Those who seek the Demon’s Lair but who don’t know a special password or have a special key item must garner more successes on a single Wits + Survival roll than the Demon did on the Evocation roll. They seem to get confused as to its location or simply lost. They repeatedly take wrong turns or simply forget how far they should be going. The seeker can make multiple attempts, but suffers the normal penalty for repeated failure. Maps or exceptional familiarity with the area in which the Terminus resides may provide a +1 to +3 bonus to the Survival roll. When a seeker overcomes the Demon’s Evocation the effect is broken and must be renewed, but those who stumble upon the location through sheer bad luck do not break the effect.
Exceptional Successes: No further benefit is gained.
Turmoil: Seekers suffer a level of Bashing damage as they pursue their goal. This is often times a rather effective deterrent.

•••• Follow Path
Ever heard of Parkour? The Demon defines the terminus of his journey and then begins to move toward it at a brutal pace, sprinting without fatigue or distraction. He becomes a kind of juggernaut bashing down doors and bounding up walls.
Cost: 2 Faith
Dice Pool: Dexterity + Athletics + Paths
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: The Demon adds his successes to any athletics roll to overcome obstacles that might stand between him and the goal. He must attempt to reach the target destination at full running speed each round or the Evocation ends, however he doubles his Defense (but not armor) each round he makes his way toward his goal. The Demon must define a stationary place in order for the Evocation to take effect.
Exceptional Successes: No further benefit is gained.
Turmoil: The Demon leaves a trail of destruction in his wake, knocking over nearby furniture and scorching places he makes contact with. Instead of doubling defense for his journey, the Demon adds the Turmoil successes as damage dice to all he touches on his way to his destination.

••••• Trailblazer
Now the Demon can lead a team of trackers. Those that follow him move at the same brutal pace. With this Evocation the Demon can also employ a vehicle provided he can affect every passenger. This allows the Demon to accomplish amazing feats such as riding a motorcycle up a wall etc.
Cost: 3 Faith (for lone Demon and Vehicle) or 2 + 1 per target other than the Demon
Dice Pool: Presence + Athletics + Paths
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: The Demon adds his successes to Athletics rolls made by himself or his followers to overcome obstacles. Or the Demon can add those successes to his Drive rolls to overcome obstacles. The Demon and Followers all benefit from the Defense doubling effect of level 4.
Exceptional Successes: No further benefit is gained.
Turmoil: Both the Demon and his followers leave the same wake of destruction. If the Demon is in or on a vehicle the tires burst into flame and deal Lethal Damage to anything they come into contact with. Such tires revert to normal when the Evocation ends but smoke and smell of burned rubber.

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