Table of Contents

Back to the House Rules Index

Subpages
General Pacts Faith Lores Miracles Rituals

Lores

Teaching Lores

The process of learning a non-house Lore from a teacher outlined in the Players Guide is generally too slow and complicated for the purposes of a living game like this. As such, a simplified method has been established:

  1. The Teacher demonstrates the evocation to be taught to the student. This is a regular evocation of the Lore in all regards, i.e. all perquisites for using the evocation have to be met and there needs to be a valid target (if required).
  2. The student observes the evocation carefully. Mechanically, the student makes a Perception + Alertness roll against Difficulty 7.
  3. Step one and two are repeated until the student has accumulated a number of successes equal or greater than the number of XP necessary to buy the evocation in question (e.g. ten successes for a level one evocation, five for two, etc.)
  4. In a final step the student has to perform the evocation for themselves. This requires the standard evocation roll (spending Faith on additional successes is permissible). If they succeed, they gain justification to buy the evocation at standard cost. If they fail, they can try again. If they botch all progress is lost and they need to restart the learning process from scratch.

Please remember to ping the Demon ST to validate your success and to link to the scene in your purchase request.

Additional Notes:


Extended Rolls

If an evocation requires more successes to produce the desired effect than the player is confident they can achieve in a single roll, they can try for an extended roll.

The first roll takes as long as it would take to perform the base evocation (typically one round), and every further roll adds time equal to twice the length of the previous roll. So if the first roll takes one round the second one will take two rounds, the third one four, and so on.

A failure simply means that no successes are gathered in this period, but on a botch the evocation fails, all accumulated successes are lost and the demon looses one point of temporary Faith.

This rule does not apply to evocations that already ask for extended rolls (e.g. Lore of Paths 2), in those cases the time requirements stated in the lore descriptions take precedence. It also does not apply to resisted evocation rolls (e.g. Lore of Radiance 1)


Lore of Flame

Lore of Flame 4: Holocaust

Since this evocation as presented in the book is underpowered, confusingly written, and has a completely inappropriate name, it gets replaced by the following evocation:

•••• Incinerate

This evocation is the ultimate expression of the power of fire. It consumes in order to make way for new life by wreathing the target in cleansing flames until only ashes remain.

System: Spend one Faith point and roll Stamina + Survival. The demon designates a (living or inanimate) target within her line of sight. The target will start to burn up from within, even if it is made from a material that is normally resistant to fire. The maximum volume that can be affected by this evocation is a number of cubic feet equal to the demon's permanent Faith. If the target is bigger, only a part of the structure is affected. The evocation can affect a number of inanimate objects at once, as long as they are all made from the same material and the total volume of all affected objects is smaller or equal to the maximum allowed volume. Flammable objects in close proximity to the target might catch on fire at the discretion of the storyteller. Such flames are completely mundane fire and are not under the control of the demon.

While it is burning, the target suffers one level of aggravated damage (or lethal if the victim does not deal in aggravated damage) per turn. The effect ends after a number of turns equal to the number of successes rolled on the activation roll. However, the effects of the evocation typically persist afterwards: Steel will be red-hot, and wood is going to continue burning on its own account.

When targeting another demon with this evocation, the user can choose to burn his spiritual essence instead of his flesh. When used this way the evocation removes one point of temporary Faith per round from the victim's Faith pool, but doesn't do damage.

Torment: Monstrous demons pervert the cleansing power of fire and use it to cause pollution instead, twisting the fire created by this evocation to produce a thick, oily smoke. Every living being that is closer than two yards to the target takes one level of bashing damage per turn has to succeed at a Stamina roll against difficulty 7 or be nauseated for the turn. The smoke also provides partial concealment.

Lore of Radiance

Lore of Radiance has extremely powerful mind-manipulating abilities, but often balanced by the fact that the book explicitly says 'mortals.' Obviously, in a game like this, 'mortals' is a fairly ambiguous term. After discussing with several STs, we have decided that the following supernatural types qualify as 'mortals': Imbued (Hunters), Mages, and Shapechangers (Garou and Fera). Vampires (because they're undead), Mummies (because they're literally immortal), Changelings (because they're immortal souls in human bodies), other demons, and Wraiths (because they're not even alive) do not count as mortals in this game.

Lore of Radiance 2: Exalt

You can:

You cannot:

Lore of the Firmament

This lore has been completely rewritten. See here for the version in use in SotS.

Lore of the Forge

Lore of the Forge 1: Enhance Object

The general rule that no roll can have its base difficulty lowered by more than three (see General Systems House Rules for details) stays in effect. So when using this evocation you cannot invest more than three successes into lowering the difficulty of using an ability with this item, and no roll can ever have a difficulty lower than three.

Lore of Patterns

Lore of Patterns 3: Foresee

This evocation is unfortunately rendered mostly useless in this game, since we don’t use the standard initiative rules. To remedy this problem the evocation shall be replaced by the following one:

••• Quickening The Stream
With a slight manipulation of the time stream the demon is able to speed herself or her allies up relative to the rest of the universe. To onlookers she becomes a blur as she seems to move with impossible speed.

System: The target of the evocation can either be the demon herself or any person she can see. Roll Wits + Intuition. For the duration of the effect multiply the movement rate of the target by the number of successes. The target always acts first in the initiative order, unless she chooses to delay her action. Being so fast also makes the subject very hard to hit. Add a number of dice equal to the number of successes on the evocation roll to the dice pool of any dodge roll. The evocation lasts for a number of turns equal to the demon's permanent Faith.

Torment: Instead of speeding themselves or their allies up, monstrous demons prefer to slow their victims down. They delight in watching their targets stumble around in a world that is suddenly incomprehensibly fast. Divide the movement rate of the victim by the number of successes rolled for the duration, and subtract them from the victim's dodge rolls. The victim always acts last in the initiative order.

Lore of Transfiguration

The evocations of this Lore all last “for a number of turns equal to the Defiler’s Faith score” according to the book, which is completely insufficient for most purposes. This means in practice that it’s inevitable to make the effects permanent in order to gain any use from them. Therefore the base duration of any evocation of this Lore is increased to “for the rest of the scene, or until the Defiler dismisses the effect.” The effects of the second, third, and fifth evocation can still be made permanent by expending a point of Willpower.

If a demon uses an evocation of this Lore to make permanent alterations to themselves or to another player character that would lead to an increase in a trait (like a higher Appearance attribute) or to them gaining a merit then the player of this character has to pay the normal XP costs for this increase. An exception are traits that have previously been lowered or merits that have been removed by supernatural means. However, the completion time for these purchases is reduced by 100 % and the normal limit of one dot per trait per month doesn’t apply.

What the evocations do

Since there is occasionally confusion on what the different evocations of the Lore of Transfiguration do, here some clarification:

Lore of the Flesh

Lore of the Flesh 3: Manipulate Flesh

Lore of the Flesh 5: Shape Flesh

Lore of the Spirit

Lore of the Spirit 5: Restore the Dead

Without an Asharu to breathe fresh life into the corpse, this evocation can only ever grant a form of half-life. Since the evocation requires the body to be quite fresh, those who are returned in this manner can pass for one of the living at a glance, but they don't have a pulse, their wounds don't bleed, and they don't feel pleasure or pain. The returned don't need to breathe, or sleep, eat or drink. In fact, eating and drinking causes them discomfort and they vomit up anything they imbibe almost immediately.

Should Lore of Awakening 5: Restore Life at any point be used on someone in this state, they will be restored to true life.

Lore of the Realms

Lore of the Realms 2: Step Beyond the Veil

You can: