Darkness (Action Powers Form)

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Heroic Action Role-Play

Darkness is associated with our shadow selves, base drives, primal instinct, evil, and the subconscious. In physics, darkness is merely the absence of light, and many claim that spiritual evil and darkness is the absence of enlightenment and control. Darkness powers deal with moral and physical darkness, base carnality, indulgence, and deception.

Alternate Names: Black Magic, Infernalism, Obscuration.

Associations

Creature : Devils
Skill : Recon
Attribute : Body
Sense : Hearing
Mood : Selfish, deceptive, covert.
Blast: Enervation

Dark Cantrips

Basic Action

You can create small blobs of free-floating darkness, similar to puffs of dark smoke but wholly insubstantial. You can darken the color of objects and deepen areas of shadow. You can create shifting patterns in shadows and darkness, giving the illusion of movement or faint light. These effects are limited to one cubic meter of space.

Charm Darkness

Charm Devils

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

This power only works on Devils. It doesn't change their basic nature; even when charmed they will try to cause harm and strife because it is in their nature, but they will never break the letter of an instruction.

Detect Enemy

Basic Action

You sense creatures that hate or intend harm to you, a group you represent, or someone who is present and under your protection. The range in meters is equal to your power skill roll when used blindly, or ten times that if you can perceive the creature in some fashion.

Detect Falsehood

Basic Action

You can sense moods and feelings, getting an impression of the falsehoods perpetrated by others. This makes Scrutinize and Sense Motive tasks Routine to you.

Dance of Shadows

Basic Action

You control shadows and darkness in an area with a diameter equal to your Mind. This power only works if there is darkness or shadows present, including that created by Cloud of Darkness. You can animate these shadows, creating frightening shapes and using them to confuse foes. You can create the likeness of glowing eyes, a glowing nimbus, or phantom light that is so weak as to be visible only in darkness. These images can move, fade, and return to full strength.

You can use this to do Distraction and Trick stunts, and these stunts will affect all onlookers. The dance of shadows is trying to achieve might not be relevant to all onlookers, some may simply not be interested and the Charm skill roll penalized accordingly or simply skipped as irrelevant.

Dance of shadows can fool people in combat, making them waste shots or suffer setbacks, but is not a target or attacker. A Setback might make targets may believe they are and act appropriately, but that is a part of the setback, not of the power itself.

Dark Inspiration

Trigger Action

You inspire others to be deceptive, self-indulgent, and bestial. Whenever someone in the vicinity fails an action based on these virtues, you can take a trigger action to give him an immediate Confident reroll. This applies to most uses of the Recon skill, and to other skills and rolls as determined my the GM.

Insinuate Action

Basic Action

You give another the impulse to act in a sly or evil manner to to make the target take a deceptive, self-indulgent, and bestial action. Against a target that would not mind such actions, this is automatic, and the target may immediately take what is normally a Basic Action without spending any shots. Against a target dead-set to oppose your impulse, it requires an opposed Charm roll. On a success the target loses 3 shots. With an Outcome equal to the target's Mind, the target immediately performs an action you suggest as long as they are in line with the power without losing more than the initial loss of 3 shots.

Overcome Morality

Basic Action, Limit Break, or Finisher

You can inspire others to deeds of evil and selfishness, enhancing the darkness in their souls and reducing their sense of self and integrity. Make an opposed Charm roll against your target; one target when done as a basic action, all targets in a diameter equal to your Mind when done as a Limit Break. When done as a Finisher it is a Curse and lasts until removed.

You cannot control the targets exact actions, but while under the influence of this power, any moral inhibitions the target normally has are removed. Any successful social interaction stunt that works along these lines cause an automatic Setback regardless of outcome.

Power of Darkness

Trigger Action (Focus)

Whenever someone in your vicinity takes an unnecessarily cruel or destructive action, going out of their way to harm others and nor merely acting to benefit themselves, you can focus. If you are the one taking the action, the GM should be a more strict on the evil act required.

Sense Sin

Inherent

When you first learn this power, pick one type of vice or sin that is considered morally distasteful in your culture. Whenever someone within 10 meters times your Mind commits this sin, make an opposed roll to sense where they are and what they did.

Sin Charm

Basic Action

You are supernaturally enchanting to certain creatures. You master whatever form of communication they use, even if you are normally unable to communicate with them at all.

Enchanting someone requires an opposed Charm roll. On an Outcome equal to the target's Mind, the target falls for your enchantment. On a lesser success you gain an advantage.

Once someone has been enchanted, they will willingly follow and help you out. They seek to avoid conflict with their old allies, but if push comes to shove you cannot guarantee how they will react; they will try to avoid seeing you harmed, but they might make you a captive to save you later or even to have you at their mercy, or they might decide to throw in their lot with you and abandon their former allies.

Someone who you have enchanted expects trust and help from you, but the enchantment breaks automatically only in the most blatant cases of maltreatment. If you are openly callous and disregard their interests they can make opposed Charm rolls against you to see through the enchantment. The same applies if a friend points out they have been charmed, but in this case it is an opposed roll against the friend's Charm skill and takes a Limit Break to do.

Enchantment normally wears off in about a weeks time, but can be maintained through continuous use of the power; it will last indefinitely if reapplied once per day. You leave your targets with fond memories of you unless you mistreated them. Someone who realizes they have been enchanted and used can become vindictive or even downright hostile, but this is not the normal result.

When you take this power, select a sin. One of the classic 7 mortal sins are a good place to start; gluttony, lust, avarice, hubris, despondency, wrath, envy, or sloth. Other sins are certainly possible. You can charm any creature prone to this sin or one that practices it when you are charming them.

Create Darkness

Capture Scene

Basic Action

You have perfect recall of anything you experience when you use this action. If you have other powers that let you create images, you can recreate what you experienced in perfect detail. Making an illusion of something captured in this way is Routine as long as the situation captured and the illusion are reasonably similar.

Cloud Device

Basic Action

You cause a device to not work against you and your compatriots for a time, disabling security and even allowing you to pass locked doors. This replaces the Security schtick and allows you to negate security at range (with normal range penalties). The device is not actually harmed and can still be triggered by others. This power lasts for a scene, which is usually until you have left the scene.

Cloud of Darkness

Basic Action

This allows you to create a cloud of darkness, reducing light in a large area, such as a field, square, or large room (about 100 meter diameter). The change is instantaneous and normally lasts for one scene; it the power is disrupted natural light conditions quickly return.

The darkness created is equal to a starry but moonless night; it is possible to see what is near you, but perception rolls and ranged attacks suffer a penalty of -1 per meter of distance and it provides cover to Sneak. At a distance greater than an observers Mind in meters, even obvious things become hidden. A light source will still glow and be visible at range in the area, but its light does not illuminate unless it has some special power over darkness. There are many schticks and powers that penetrate darkness; these work normally in the area. Direct sunlight will burn away at the darkness, negating it in a few minutes.

Cloying Darkness

Basic Action

You create an volume of sticky black goo with a diameter equal to your mind. This creates Difficult ground with a difficulty up to your Create. This is a spherical volume, but it will deform and form a hemisphere on the ground at the end of the round unless somehow supported. A flying creature that fails a maneuver check in the area is harmlessly brought to the ground but cannot fly any more in this scene.

A creature protected from Enervation damage or otherwise resistant to darkness effects ignores cloying darkness.

Dimensional Darkness

Basic Action

You ward an area against teleportation by making it impenetrably dark. Any attempt to Teleport into or out of the area has a minimum difficulty equal to your Create; if the Outcome was less than your Mind the teleport succeeded, but the teleportee is surprised.

Teleport barrier covers a radius equal to your Create roll and lasts for a scene or until the area is illuminated, whichever is longer.

Finishing Greed

Limit Break

You place a magical condition on an object and select a Finisher you know as the consequence of accepting it. This object must be something desirable, a treasure, treat, or valuable - it cannot be just a simple tool or ordinary piece of gear.

a creature that claims the object, such as by stealing it, eating it, wearing it, displaying it, or otherwise enjoying its exclusivity, suffers the full effect of the finisher.

Dodge Darkness

Black Hole

Trigger Action (Defense)

When you take Disruption, Energy, or Physical damage, you can shunt incoming energies into nothingness, adding your Mind to your Body or Toughness against one specific attack.

Dark Focus

Trigger Action (Focus)

You can focus when you take Enervation damage. Whenever you are hit by such an attack or subject to harmful amounts of energy, you can focus. The damage need not be sufficient to cause a Hit or otherwise have an effect on you. You can also focus when in complete darkness.

Impress Darkness

Blinding Darkness

Basic Action or Finisher

Make an opposed Impress roll, on a success the target is blinded for the rest of the round. On an outcome matching the target's Reflexes the target is blinded for the rest of the scene. If performed as a Finisher, the effect is a Curse.

Contract Domination

Limit Break

Use this when making a contract with another creature. The contract must be formal and blood must be involved; either a written contract signed in blood or a sworn oath accompanied by mixing the blood of those forsworn. If this contract is broken the breaker suffer a Finisher of your choice - you must know Form of the Finisher he is to suffer, but need not know the exact power. Then the contract is null and void for any remaining participants.

Day-Blind

Finisher

The target cannot see in normal light, being effectively Blind. The target can still use powers that provide vision, as long as they do not rely on light. This is a Curse.

Devil Contract

Finisher

You Curse the target with a devil contract. Stipulate a condition when the devil is summoned to attack the cursed creature. The cursed creature need not know this condition, but it is often in your best interests to inform the victim. When the condition occurs, the devil appears and does its best to kill the cursed creature, as well as anyone nearby who interferes. It then disappears. If the devil is defeated or kills the victim, the curse ends.

When you use this power, pick a devil you have the True Name of and make a confident Impress check. If successful, you successfully bind the devil to the contract. If the contract is nefarious and evil, you gain a bonus on this roll; generally +3 but possibly as high as +5. If you bind unnamed devils, a group equal to your Mind in numbers appear.

Infernal Focus

Trigger Action (Focus)

If you are within Mind meters of a Bound or willing Devil, you can focus. If the Mind of the Devil is less than yours, it takes a Hit.

If you are a Devil you can use this power on another creature within Mind meters. The target becomes focused. If your Mind is less than that of the target, you take a Hit.

Summon Devil

Basic Action

You can seize a creature whose True Name you know through time and space and bring it into your presence. The creature must be in another dimension or juncture, and not currently summoned, imprisoned or otherwise occupied. You can summon one Henchman or a number of Minions of the same type equal to your Mind. It takes an Impress roll against the creature's Dodge or Impress to summon.

The creature immediately makes an initiative check to see when it will next act, but this cannot be earlier than the shot in which it is summoned. In future rounds, the creature has its own initiative score.

You can also use this power again on a creature (or group of unnamed creatures) you have summoned along with an Impress roll against the creature's Dodge or Impress, in order to extend your control over it until the end of the following round. During combat, you must succeed at this action each round or the creature will break free, but you can try repeatedly in each round. Out of combat, you only need to roll every 15 minutes, but any failed roll means you lose control of the creature.

You can also use this power with an Impress roll against the creature's Dodge or Impress to dismiss a summoned creature whose True Name you know, even one you did not summon yourself. Summoned creatures can also be dispelled using other dispel powers, which like all dispels becomes harder and harder as they remain in their world.

Summoned creatures can perceive your aura as you summon them, and know who you are. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In any case, it still takes a roll every hour and for each task it is ordered to do to keep the creature under control and on your plane.

You can release a summoned creature from your direct control. This means the creature can remain on your plane indefinitely, but that your control over it ends; you must bargain with it or use other powers to acquire its services. Sometimes a creature is summoned simply to cause terror or otherwise freed to act out its instincts and inclination. Such a creature can still be banished or dispelled, and someone who knows its true name can seize control of it as noted above.

This power only works on Devils.

Wracking Pain

Basic Action

Make an opposed Impress roll to inflict dire pain on an opponent. Any stances the target is maintaining are broken. The target cannot take any trigger actions for the remainder of the round. On an Outcome matching the target's Body he cannot take trigger actions for the rest of the scene.

Know Darkness

Analyze Darkness

Basic Action

You can sense the presence of shadow or darkness at a distance. Make a skill roll and multiply the result by 10; this is the range in meters. You can concentrate upon a specific form of darkness (a shadow, a dark room) and sense only that if you like.

You can sense darkness in a creature. You can sense if a creature is overcome by negative emotions, what emotion, and what it is directed against.

Dark Dispel

Limit Break

Age of
Effect
Minimum
Difficulty
One Day 12
One Week 14
One Month 16
One year 18
A decade 20
A century 22
A millennium 24
Ten millennia 26
You can end the effects of other powers. You can only dispel powers you know of (though a vague description, such as "whatever is making Bert turn green" is ok). You can try to dispel a single Finisher, Limit Break, or any power that has been in effect for a week or more, or you can try to dispel all powers except those mentioned above on one creature or in an area with a diameter equal to your Mind. When dispelling several powers at once, you can choose to ignore some of them as long as you know of each power you want to make an exception for.

A power that has been dispelled cannot be used again by that creature in this scene, and another creature that tries to use the same power in the same general area must match your Know with the stunt the power is used with, or it fails.

This will not negate a Curse, but will tell you how to defeat the curse if the roll is successful.

Inherent powers cannot be dispelled.

The difficulty is the skill of the most skilled creature involved in making the effect. Effects that have been around a long time are harder to dispel: see the table. Use the highest relevant difficulty.

You can dispel any power of the Darkness form or which affects an area of darkness or a devil.

Purge Evidence

Basic Action

You clean an area and all objects therein, removing any lingering auras in the area, making it impossible to use it as a magical link to someone or to see if any magic has been performed there. Objects in the area are no longer considered personal belongings or body parts of anyone. Objects carried or worn by creatures in the area are not affected, nor are objects in secure containers. You can focus the effect on a specific willing or helpless creature instead of an area, affecting everything worn or carried by this creature - tough such objects will gain an new aura pretty soon.

Visions of Darkness

Basic Action

You create an illusion that is applicable only against scrying and detection powers. Anyone trying to detect or remotely sense the area gets results based on a very pessimistic version of reality, with dark events and disasters, unless they score an Outcome on their skill roll matching your Know.

The effect lasts for a scene. Using this power continuously is rather easy as long as the scene remains static, but when traveling or otherwise in a rapidly changing environment it becomes much harder.

Maneuver Darkness

Guise of the Devil

Limit Break

You assume the form of another creature. You must build a variant form for yourself using your normal points and limits. This creature cannot have higher value in any particular skill than you do. You can add powers of the same form the creature has and keep schticks and powers you already have, but you cannot otherwise add powers or schticks. This power cannot be used to imitate a specific individual; you remain yourself in mannerisms and detail while changing race, species, and creature type.

You remain in this form for a scene or until you fall asleep or unconscious or will yourself back to your normal form (a Basic Action).

You can learn this power several times to learn to transform into several different kinds of creatures. There is a limit on what forms you can assume if you use an ability that lets you temporarily learn new powers, such as Form Mastery or Spell preparation. Each time you temporarily gain this power, you transform into the same type of creature.

You can only assume the form on a Devil with this version of the power.

Life Drain

Trigger Action

Whenever you successfully inflict a Damage Setback in combat, you can use life drain to regain one hit of damage.

Siphon Life

Finisher

You can use the energy from a defeated creature to heal yourself and your allies. Allies in an area with a diameter equal to your Mind in meters, centered on you, regain one hit of damage. The total number of Hits inflicted cannot exceed the target's initial Hits.

Wings of Darkness

Stance

You grow ephemeral wings of darkness that let you fly through the air at your normal Move.

Melee Darkness

Dark's Soft Whisper

Basic Action

An otherwise normal Melee attack you make is completely silent; no one can hear any sounds you or your opponent(s) make during the round that it occurs. If the attack misses, it is still silent, but your opponent is not silenced.

Darkwield

Stance

You create one or more melee weapons in your hand(s). These function exactly as normal weapons of the type you choose to create, but are magical constructs made of ephemeral materials and not of any particular material a creature might be vulnerable or resistant to. They disappear at the end of any round when it is not in your hand. You must be familiar with a weapon to create it this way.

This power can create flexible weapons like whips, lassos, flails, and nunchacks.

Enervating Touch

Stance (Damage Boost)

You can imbue a physical attack with +2 extra damage of a specific type, either a Melee or Shoot attack. This damage is often of another type than the attack normally does, which requires some special rules.

  • Unless the target has some extra resistance to either type of damage, he takes +2 damage from the attack.
  • A target resistant or immune to the ordinary damage of the weapon or to the extra damage, the weapon does its basic damage without the extra damage. The target does not get to use its resistance.
  • A target resistant to both the extra damage and the weapon's normal damage suffers the +2 extra damage, but gets to apply its resistance.
  • A target immune both to the elemental damage and the regular damage takes no damage at all.

This is the same as the Melee Weapon ability Extra Damage. You can only benefit from one damage-boost stance or instance of Extra Damage at a time.

Enervating Touch does disruption/enervation damage.

Hands Without Shadow

Basic Action

Make a strike seemingly coming out of nothing. Make a Normal Melee Attack attack against which your opponent can't use an Active Defense.

Soul of Darkness

Inherent

You can use your body to do melee attacks that do Mind +2 Enervating damage, or more if you are using an Implement to improve damage. This is soaked with Body instead of Toughness.

Strike from Darkness

Basic Action

Make a Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you are successful, you inflict one extra Hit, in addition to any hits the damage of your attack may cause.

Recon Darkness

Cloak of Night

Stance

You cloak yourself in darkness. In this form you can sneak as if you had concealment in dark areas, and both move and take actions while sneaking, tough you still become visible if you attract attention or act against another. You also hide yourself from scrying and any power used to detect or analyze you; in order to learn anything about you, the user of such a power must win an opposed skill check against your Recon.

Dark Step

Trigger Action (Defense, Combo)

You step into shadow and teleport a short distance - no more than your Mind in meters, ether as an active defense or after any basic action of your own. If done in response to an attack, this adds a +3 bonus to your Dodge for the shot, but you only teleport at the end of the shot; all attacks in the current shot can still target you in the spot you started out at. After a Dark Step you can try to Sneak.

This power does not work in bright areas without shadows - there must be shades or darkness for you to step into.

Touch of the Dark

Inherent

You can smell, taste and hear the darkness within Mind meters. In this area you can sense things even around corners or behind cover, as if touching them with umbral tendrils. It is still possible to sneak on you, but the darkness does not help in any form or fashion. You feel safe in the dark, and you are not affected by the supposed terrors of the night. You are never impaired in any way because of darkness, but you still cannot see - colors, script, screen images, and other purely visual things are imperceptible to this power.

Vacuum Adaptation

Inherent

You can survive in a vacuum, the power substituting oxygen and mitigating the effects of low pressure and hard radiation.

Ride Darkness

Shadow Ambush

Basic Action

You transport yourself, your allies, a target and the target's allies into a shadowy reflection of the physical world. The place you appear at is the same as the physical world in all respects, except that only creatures affected by this power are there and that it appears drab and shadowy, almost monochrome. Any damage done to objects or structures in the area do not translate to the real world.

You make a Ride roll to see how many targets you can affect. The power lasts for one scene, until the two sides lose contact, until you choose to end it (a Basic Action), or until dispelled or broken with an appropriate Setback scored on you. When the power ends, all targets return to the normal world and you and your allies become hidden.

Shadow Walk

Basic Action or Limit Break

You can disappear into a shadow or patch of darkness, only to appear moments later in a similar location. You teleport to another shadow or place of darkness whose location you know of. Both shadows must be large enough that you can stand in them. As a Basic Action, you need line of sight, with a Limit Break you don't, and can even travel between planes

You are expected to use other powers to locate suitable spots of darkness. If the area you intended to step into is lit, the power fails, you do not move, and you cannot use this power again in this scene.

War Rider

Basic Action

You carry an aura of war along with you until the end of the next round. Creatures within Ride meters and to all who can see you. Creatures in this area are prone to violence and will fight at the drop of a hat.

Any time a creature in the area is successfully interacted with using Charm or Impress , it must attack on its next action if there are any enemies present. On a Setback result, it must attack either way, possibly striking a nearby friend, and will continue to attack enemies each time their shot comes up for the rest of the round. This is in addition to the normal effect of the interaction.

Shoot Darkness

Enervating Blast

Inherent

You can make a Ranged Attack - either the basic stunt or using some other stunt, schtick, or power. Damage is Mind +2, or more if you are using an Implement to improve damage.

Enervating Blast does disruption/enervation damage soaked with Body instead of Toughness.

Enervating Burst

Limit Break

You can blast all enemies in a globe with a diameter equal to your Mind; you must be somewhere in this area. Your control of this attack is so precise that you can avoid any friends in the area.

Damage is Mind +2, or more if you are using an Implement to improve damage. Make a separate attack roll against each target.

Enervating Burst does disruption/enervation damage soaked with Body instead of Toughness.

Enervating Cone

Limit Break

You blast everyone in a cone; a triangle with you at one corner. You can control the exact dimensions of the cone when you create it, with some limitations. The base of the triangle can be as wide as your Mind and both the other sides have the same length and can be as long as your Shoot. All measurements are in meters. Damage is Mind +2, or more if you are using an Implement. Make a separate attack roll against each target, including friends and bystanders.

Enervating Cone does disruption/enervation damage soaked with Body instead of Toughness.