Domain of Radiance

• Divine Voice
The Demon elevates and modulates his voice to one of piercing clarity that speaks to the very soul of the target compelling them to follow the Demon’s command.
Cost: None
Dice Pool: Presence + Persuasion + Radiance vs. Target's Resolve + Dominion
Action: Instant
Duration:1 Round per Success or Instant
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 issue a simple command such as “Flee!” , “Attack your allies!” or “Give me the lamp!” and the target is compelled to obey for one round per success. Supernatural creatures (non-mortals) may spend a point of Willpower to avoid this effect.
Exceptional Successes: No further benefit is gained.
Turmoil: The Demon spews forth a stream of profanity and vilification so black and foul it physically injures his target. Each success on the Turmoil roll becomes a level of bashing damage.

•• Exalt
This is a signature power of many prolific Pact makers. With this Evocation the Demon can gift a Thrall with a momentary burst of seemingly super human capacity for a given action. While any mortal in sensory range can be targeted, Thralls do not need to be in sensory range, if they have Invoked the Demon. If the Demon is successfully Invoked, it may use this power as normal on the Invoking Thrall no matter where on Earth they may be.
Cost: None or 1 Faith
Dice Pool: Presence + Persuasion + Radiance (vs. Target's Composure + Dominion when resisted)
Action: Instant or Reflexive
Duration: One 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 bonus to the targets roll. This effect remains for a scene or until the target uses the benefit. Normally a Demon must have an Instant Action readied to use this Evocation, however it may be Evoked Reflexively for 1 Faith allowing a Demon with the necessary Faith to empower his target and employ other Domain.
Exceptional Successes: No further benefit is gained.
Turmoil: Rather than empowering the target, the Turmoil wraps around the Demon himself creating an aura of chaos that penalizes the target Dice Pool (Ex: Strength + Melee) for anyone within a number of yards equal to the Demons Dominion score. The Demon must spend a Willpower point to avoid being affected by the penalty by creating an "eye of the storm" centered on himself.

••• Aura of Legend
The Demon Evokes a shadow of their former station as one of the Gods of men. Mortals caught in the magnificence of the Demon cannot help but bend to the Demon’s Will. The Demon may forgo the adulation of mortals to instead bring the full weight of his Presence on a true Supernatural being, compelling them as he did mortals with the Divine Voice.
Cost: 1 Faith
Dice Pool: Presence + Intimidation + Radiance vs. Target's Composure + Dominion
Action: Instant
Duration: One Round per Success or One 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 target up to his Dominion in mortals which resist with the highest Composure among them. They are overcome with such awe that they can only understand simple commands such as “Flee!” or “Attack him!“ This effect lasts for the scene. If the Demon instead focuses on one Supernatural Target such as a Mage or Werewolf this Evocation duplicates the effects of Divine Voice.
Exceptional Successes: No further benefit is gained.
Turmoil: If used on mortals the Evocation inspires neither fear nor fealty, instead inspiring a murderous frenzy causing them to attack the nearest living or moving things. If used against a Supernatural creature of some sort, the aura becomes so charged with hate and rage it becomes a palpable rebuke and the target suffers a knockdown.

•••• The Mark of Favor
The Demon mystically marks a Thrall with a blessing perhaps to fulfill a Pact or perhaps to insure the Thrall can more efficiently forward the Demon’s agenda. The Demon must be able to touch the target.
Cost: 1+ Faith
Dice Pool:Intelligence + Expression + Radiance vs. Target's Composure + Dominion
Action: Instant
Duration:Varies
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 must state the nature of a blessing that guides the manner in which other mortals will interact with the target such as “Let every man give him shelter no matter where he travels.” The amount of Faith spent determines the Duration. One Faith and it lasts a day, 2 Faith and it lasts a week, 3 Faith and it lasts a month, 4 Faith and it lasts a year. Each Faith spent beyond 4 doubles the duration, so 5 Faith would be 2 years and 6 Faith would be 4 years. A success indicates other mortals will behave as the mark dictates unless the marked target does something to make the effect untenable (using the above example, attacking someone then asking for shelter). Supernatural creatures such as Mages and Vampires are unaffected by Marks of Favor.
Exceptional Successes: The effect may be made permanent with the expenditure of 5 Faith and a temporary Willpower point.
Turmoil: A Tormented Mark of Favor inspires fear of the Target. Mortals meet the demands of the Mark in order to placate the Marked individual. For those sensitive to such things this can be a rather poisoned gift. The life of a tyrant is lonely.

••••• Revelation
The master of this Domain is one of the most puissant manipulators of mortals at large. The pinnacle Evocation of that Domain then is one of the most potent tools for the job. The Demon strips away layer after layer of self deception revealing the truth of mortal existence to the target. This can be a turning point in a mortal’s life. The realizations a mortal comes to under the influence of this power can be so overwhelming as to be addictive. Some Demons employ it expressly for the potentially addictive quality while others use it solely as a means of refreshing mortals when a situation seems dire. A Thrall can be given Revelation anywhere provided they Invoke the Demon before hand, but only once per scene.
Cost: 2 Faith and 1 Willpower
Dice Pool: Wits + Socialize + Radiance vs. Target's Resolve + Dominion
Action: Instant
Duration: One Scene
Roll Results
Dramatic Failure: The Evocation fails and the Demon looses 1 point of Faith.
Failure: The Evocation fails with no effect.
Success: All of the target’s self deception is stripped away and the target is confronted by their own Vice. They have a momentary epiphany about it and its place in their life. A Glutton may learn they are a comfort eater while a Wrathful individual may understand he is full of Wroth because he was beaten as a child. This wave of understanding refreshes the target and it seems to fill them with reserves of spiritual strength. In game terms all their Willpower is restored. The highs this form of self discovery causes are as addictive as Cocaine. Use the rules for Cocaine in the Core book to determine if a target becomes addicted.
Exceptional Successes: No further benefit is gained.
Turmoil: When out of control this Evocation serves only to highlight the target’s most base desires and magnifies their flaws, the deferential seek to become slaves and the wrathful, murderers. The target regains Willpower from their Vice as they would from their Virtue (refilling completely for enacting their Vice), but they are also controlled by their Vice for the rest of the scene.

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