Move Dark (Action Powers)
Templates for Action |
- Main article: Powers (Action)
Dark Rider
Basic Action
You carry an aura of darkness along with you until the end of the next round. Creatures within Ride meters and all areas you can see are affected. Ominous dark clouds gather, reducing night and indoor locations to a starless black void with the effect of Cloud of Darkness and darkening daylight into a murk that can still be seen in, but that allows Sneaking and does not penalize creatures sensitive to light.
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 previous knowledge or other powers to locate suitable spots of darkness. If the area you intended to step into is brightly lit, the power fails.