Table of Contents

Back to the House Rules Index

Subpages
General Pacts Reaping Faith Lores 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

For the purpose of this game, the name of this evocation shall be “Incinerate.” The original name is in extremely bad taste and meshes poorly with our 'No Politics' rule.

Lore of the Flesh

Also known as 'Vicissitude for Demons,' the fact that the book explicitly allows messing with attributes - permanently - could render spending XP on Physical and Mental attributes utterly pointless. Obviously, this needs to be addressed, otherwise a Rabisu in this game will break it.

Lore of the Flesh 3: Manipulate Flesh:

You can:

You cannot:

Lore of the Flesh 5: Shape Flesh:

Balance:

You can:

You cannot:

Lore of Radiance

Also known as 'Presence on Steroids,' 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 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 the Realms

Also known as 'How Demons go to the Umbra/Shadowlands,' Lore of the Realms can make you intangible, tear holes in the Gauntlet, or enable instant travel that is basically teleportation by any other name or means.

Lore of the Realms 2: Step Beyond the Veil

You can: