Friday, July 25, 2014

Demon: Lore of the Wind

Create Wind
You can create breathable air that emerges from your hands for minutes equal to Faith + successes.  If you are surrounded by gas or water you can cup your hands over a person's nose and mouth to provide them with clean air.  If this lore is used in an enclosed space which would increase the air pressure then instead it replaces the existing air with breathable air to ensure that the current air pressure is maintained.  The strength of the wind created in this way is, at most, equivalent to your breath (i.e. you can blow out a candle at close range).
Action: Instant.
Cost: None.
Dice Pool: Dexterity + Expression + Wind.
High Torment: You may produce a poor quality of air that can cause a person to lose consciousness.  This high-torment form of created air is unstable and deteriorates rapidly so it can't be used to flood a room. However, you can use this as part of a grapple, in place of another grapple manouevre you can choose to hold your hand over their nose and mouth and so long as you can maintain this hold for rounds equal to your victim's stamina they will be rendered unconscious for the next scene.  This only affects creatures that need to breathe.

Command the Wind
You can use the surrounding air to manipulate objects as though you had strength equal to successes that can be used against anything within yards equal to Faith.  The wind itself cannot deal damage but one could use this to hurl a pot or a knife using your successes as a dice pool.
Action: Instant.
Cost: None.
Dice Pool: Dexterity + Expression + Wind.
High Torment: You can pick a location within yards equal to Faith and wind spills forth erratically from that location in all directions up to Faith in yards (consider it to have Strength 2).  This can make an excellent distraction and if placed in an air filled with dust and leaves it can provides partial concealment.

Fist of Air
You can now wield your wind as a ranged attack with a distance equal to Faith in yards that deals lethal damage equal to successes.  This weapon has the Knockdown effect.  So long as the mechanics remain the same, the precise aesthetics of this power's use can vary between fallen so some might literally seem to throw a ball of air or fire it from their hands while others might appear to wield a whip of air.  This deals bashing damage.
Action: Instant.
Cost: None.
Dice Pool: Presence + Expression + Wind - Defense.
High Torment: Create a homunculi that exists only to create havoc.  It persists for rounds equal to Faith, Size equal to Faith and has a dice pool equal to successes plus level in this lore and it can fly at half your speed.  It can act independently.  It cannot communicate with you and therefore cannot be used as a scout.

Shield of Air
You may totally ignore the harmful effects of gas and air pressure (up to 15,000 feet) and you can add your Faith to your Armor rating against projectile weapons and anyone who makes a melee attack against you must roll to avoid Knockdown.  This lasts for a scene.
Action: Instant.
Cost: 1 Faith.
Dice Pool: Presence + Expression + Winds.
High Torment: You may apply an irritating shroud of air around a target which reduces perception and defence by successes for a scene and inflicts a -1 wound penalty to all other rolls.  This lasts for a scene.

Windstorm
You can fill the air with a gas that has Toxicity equal to successes which dissipates when it moves beyond thrice your Faith in yards which lasts for a scene OR you can create a wall of air that can be either a dome with a radius equal to or less than Faith or a straight wall up to Faith x 2 meters long and Faith in meters high that has a Strength and Armour score equal to Faith + successes which resist any attempts to move (requiring a Strength vs Strength + Athletics check) or attack through it though the caster may freely walk through it and leave it standing behind you for a scene OR become shrouded with wind which provides successes to speed and initiative for turns equal to successes OR you can cast Fist of Air twice in a single turn.  Only one of these effects can be active at any one time.
Action: Instant.
Cost: 1 Faith.
Dice Pool: Presence + Expression + Wind versus Composure (if subject unwilling).
High Torment: You can activate the wind shroud to gain successes to speed and initiative as well as either releasing the Toxicity gas or using Fist of Air twice in a single turn.

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