Domain of the Wild

• Wild Empathy
The Demon gets a general sense of his location out to a radius in miles equal to his Dominion but filtered through the senses of plants. This might include a topographical map in a wilderness area or simply the knowledge that there is a potted plant somewhere. The Demon may get a modicum of information from plants in sensory range such as whether they had been recently trod on or sheltered under. The Demon can also easily identify poisonous plants without a roll.
Cost: None
Dice Pool: Wits + Survival + Wild
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:The Demon gains a sense of the plants that surround him out to a radius in miles equal to Dominion. He can discern whether anyone has recently passed a nearby plant or group of plants or glean other such information a plant may have. The Demon may identify poisonous plants without a roll but won’t have any scientific understanding of the plant or its toxin without the appropriate skill dots.
Exceptional Successes: No further benefit is gained.
Turmoil: The plants in the Demon’s immediate vicinity (200 yard radius) gain grim purpose and cling to or even seem to grasp at things around them. Athletics rolls suffer a -1 penalty in the affected area.

•• Wild Surge
The Demon can cause a individual plants, or small 1 yard radius patches to grow at an insane rate pushing things out of the way or potentially damaging structures around them as roots wend and wind their way into flaws and inconsistencies.
Cost: None
Dice Pool: Strength + Survival + Wild
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:This Evocation can only target a plant with a Size equal to the Demon‘s Dominion. Each success causes the target to increase in size by 1. A plant’s growth moves objects as if the plant had a Strength+Athletics pool equal to its new size. Adjacent objects that cannot be moved suffer structure damage equal to the successes rolled. This damage ignores one point of durability. At the end of the round this power is used the plants sudden additional mass dies. Creative Demons can take advantage of this perhaps using it to provide food as fruit falls from the branch.
Exceptional Successes: No further benefit is gained.
Turmoil: The plants grow toward the fertile grounds of living flesh and deal a point of Lethal damage to any creature that it touches during its explosive growth.

••• Command the Wild
This Evocation allows the Demon to invest a plant or patch of flora with limited mobility allowing it to grab and restrain targets within reach or possibly steal things.
Cost: 1 Faith
Dice Pool: Presence + Persuasion + Wild
Action: Instant
Duration: 1 round per success
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 concentrate in order to direct the affected plant. The plant can attempt to grapple any target within a yard of itself with a Strength equal to its Size plus the Demon’s Brawl skill or perform a simple brute action (like lifting a car) using its Size plus the Demon‘s Athletics. The plant usually only restrains and immobilizes victims.
Exceptional Successes: The plant’s mobility is sufficient to attempt stealthy actions such as Larceny using the Demon‘s skill +1.
Turmoil: The plant is possessed of a fiendish desire for blood. It cannot be controlled and simply grapples the nearest living target wringing the life from them. These plants cannot be controlled with concentration and remain animate for the duration dealing lethal damage with their overpower maneuvers.

•••• Possess Plant
The Demon can project one of his senses, typically his sight, into a plant with which he is familiar. While this Evocation is in effect the Demon can affect the targeted plant with other Domain of the Wild Evocations.
Cost: 2 Faith
Dice Pool: Presence + Science + Wild
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 projects one of his senses into the targeted plant for a scene. He must have seen or held this plant in the past, Wild Empathy does not provide sufficient familiarity. While this Evocation is in effect the Demon’s body falls into a coma unaware of his surroundings or the status of his body. Though he only receives one sense from the plant it requires sufficient effort to force his total focus to the exclusion of all else.
Exceptional Successes: The Demon can project 2 senses.
Turmoil: The Demon’s presence in the plant causes vile changes. When the Demon departs, the plant rapidly wilts and dies giving rise to a black mold that lives until the end of the scene. See the Antagonists book for information on Black Mold.

••••• Mutate Plant
The Demon can spontaneously mutate a plant creating dwarf wheat that can grow in sand or man eating Triphids at will.
Cost: 3 Faith
Dice Pool: Intelligence + Science + Wild
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 can transform a plant of Size equal to Dominion+Domain. Each success garnered can be spent to give the plant some quality such as adapting it to a new environment or even making it ambulatory. Theoretically possible transformations, like adapting it to grow in a desert or salt water are permanent. Supernatural qualities such as mobility or sentience and speech last only a scene. Mobile plants capable of attack use their Size as a Dice pool and deal bashing damage. Additional successes can be spent to increase their attack pool or convert their damage to lethal.
Exceptional Successes: No further benefit is gained.
Turmoil: The plants are always made with thorns and poisonous. The Thorns make all attacks deal Lethal damage and the poison is as toxic as Hemlock.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License