[[Jack Langstrum]] ====== Lores ====== **1: Manipulate Gravity**\\ Roll: Strength + Athletics\\ The user can leap or climb up to 20 yards per success or fall a similar distance without suffering injury. Alternatively the user can completely cancel the effects of gravity for 1 round. This requires successes equal to the user's stamina. **High Torment:**\\ When used at high torment the user leaves turbulence in his wake, randomly increasing and decreasing the effects of gravity on surrounding objects and people who pass within [Torment] yards. This effect is adjudicated at the ST's discretion. **2: Manipulate Adhesion**\\ Roll: Dexterity + Athletics\\ Difficulty is determined by angle. Steep = 6, Vertical = 7, Inverted = 8\\ The user can run up walls, cling to a ceiling, or to the side of a moving car. The character can move up to 3 yards per success rolled and this effect lasts for a single turn.\\ **High Torment:**\\ When used at high torment the evocation heats anything the user touches. Individuals coming into contact with these surfaces suffer 1 level of lethal damage. **3: Manipulate Inertia**\\ Roll: Dexterity + Athletics\\ The user can throw objects long distances or cause projectiles to stop in mid air. The user can throw an object 30 yards per success rolled. Stopping projectiles requires rolling a number of successes equal to or greater than the projectile's damage dice. If the user throws a projectile each success becomes an automatic level of damage. **High Torment:**\\ When used at high torment the objects effected by this lore become unstable for a time. For a numbner of turns equal to [Torment] any item that was the focus of this evocation causes a botch on a roll of 1,2, or 3 when used for any reason. **1: Sense Congruence**\\ Roll: Perception + Intuition\\ The user specifies the type of event they want to detect. The user can sense that sort of pattern [faith] days in advance. The number of successes determines how much information the user gets regarding that event. 1 shows the location but not when or who is involved. Two shows the location and gives an idea of when, but no information on who. Three shows when, where, and gives images of the people involved. **High Torment:**\\ The High Torment version of this evocation can only search for impending events of violence and destruction.\\ **2: Trace Pattern**\\ Roll: Perception + Intuition\\ The user can view a particular event and trace the forces that caused that event to occur. One success depicts the immediate circumstances surrounding an event. Two reveals a few minutes preceding the event. Three successes might go back as far as 15 minutes. **Hight Torment:**\\ The high torment version of this evocation can only be used to trace events of violence and destruction. **3: Foresee**\\ Roll: Wits + Intuition\\ This evocation allows the user to predict events and actions that are about to occur. The evocation takes effect for a number of rounds equal to the successes rolled. It protects the user from being taken by surprise and takes the character out of the normal initiative order. While this evocation is in effect the user can interject their character's action at any point during the turn. **High Torment:**\\ The high torment version of this evocation senses subtle shifts in patterns. The duration of the high-torment version is one round, but each success gives the user a free dodge action. **1: Open/Close Portals**\\ Roll: Manipulation + Intuition\\ This evocation allows the user to control portals of any kind. The size and complexity of the portal determines the number of successes needed to manipulate it. If enough successes are gained, the portal will close and lock, or unlock and open at the user's touch. **High Torment:**\\ The High torment version of this spell doesn't open or close portals, so much a slam them shut or smash them open. The number of successes rollled is also applied as strength points to the portal in question, doing damage to the material of the portal as if performing a feat of strength.\\ **2: Create Ward**\\ Roll: Charisma + Intuition\\ This evocation lets the user seal an area from entrance or exit. The User must be inside the area they wish to seal. If the roll is successful all entrances to a given area become impassable. Even open doorways become clouded with wisps of fog that prevent entrance or exit. Once sealed an area cannot be entered, even through the use of other lores or magics. To penetrate the ward an intruder must exceed the number of successes achieved by the user, rolling against a difficulty equal to the user's willpower. **High Torment:**\\ The high torment version of this evocation does not prohibit entry, but instead harms those that attempt to enter the warded area. When an intruder crosses the portal they suffer a number of bashing levels of damage equal to the number of successes achieved on the evocation. This damage can be soaked, and the difficulty on the soak roll is equal to the user's torment. **3: Teleport:**\\ Roll: Intelligence + Intuition Successes required depend on familiarity with location. Very Familiar = 1s, Familiar =2s, Visited Once =3s. User must have visited the location at least once. The user can link two similar portals such as two windows, two doors, two hatches, ect. The user can link the two portals so that entering one, will cause the user or others to exit the other. The user can travel up to 100 miles per point of faith. **High Torment:**\\ The High Torment version of this evocation is hampered by the user's lack of focus. If the evocation is successful willpower must be rolled at a diff equal to [Torment]. If the roll fails the user is transported to a random but familiar location determined by the storyteller. **1: Light**\\ Roll: Stamina + Science\\ The user can generate light filling an area with soft illumination. This evocation illuminates one cubic yard of space per success rolled centered on the character. This light persists for a number of rounds equal to the user's [Faith]. When used tactically the intense flashes of light can be focused in a single direction. Any individuals, friend or foe, who look in that direction at the time of the flash suffer a number of levels of bashing damage equal to the successes rolled. Flashes of light appear only for a single turn. **High Torment:**\\ The high torment version of this evocation fills the surrounding area in inky darkness instead of light. The user is unhindered, but other individuals within the area of effect are effectively blind. **2: Bend Light**\\ Roll: Stamina + Science\\ This evocation allows the user to bend light around themselves, giving them a powerful form of camouflage. Each success gained on this evocation increases the difficulties of perception rolls or ranged attacks directed at the character for the rest of the scene. Other fallen and thralls with the capability are able to resist the effect of these illusions with their inherit powers. **3: Phantasm**\\ Roll: Intelligence + Performance\\ Difficulty is determined by complexity. A single ghost =6, while a whole scene is 8 or more. The user can create ghostly images that perform a rote set of actions as directed by their creator. The number of successes determines the number of pre-programmed actions the ghostly images can take. Once these actions have been completed the ghostly images will form a loop and repeat for a number of days equal to the user's faith score. **High Torment:**\\ The high torment version of this evocation are subtly disturbing even on a subconscious level. A willpower roll diff 8 is made for individuals viewing these illusions. If the roll is failed the observer flees the area. If the observer botches they flee and gain a temporary derangement.