Transmute Dark (Action Powers)
|Templates for Action|
- Main article: Powers (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
This allows you to create a cloud of darkness, reducing light in a large area, with a radius equal to your Create. 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.
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.
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.
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.