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

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. You can make a Scrutinize or Sense Motive as a Basic Action and such checks are Routine to you. If you score an Outcome matching the target's Mind on such a check, you learn some embarrassing secret about the target. This is not state secret or secret plans, more in the line of naughty underwear or embarrassing memories, but it is sufficient to give you an Advantage against him.

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 creatures to be deceptive, self-indulgent, and bestial. Whenever you or someone within Charm meters fails an action based on these virtues, you can take a trigger action to give him an immediate reroll. If the original roll was Confident or Stymied it remains so. This applies to most uses of the Recon skill, and to other skills and rolls as determined my the GM.

False Confidence

Basic Action Finisher Trigger Action

You inspire great confidence in the target. Make an opposed Charm check. Until the target has taken 3 basic Actions (Until the end of scene with an Outcome matching Mind), the target believes himself to be Confident in all things, while he is in fact Stymied. The target is unable to explain any failure he suffers, and blames them on others. If the target is overcome by failures, he is likely to seek you out for renewed confidence. You can negate the Stymied condition and indeed make the target Confident for one specific roll as a Trigger Action. If performed as a Limit Break this is a Curse.

Insinuate Action

Basic Action

You give another the impulse to act in a sly or evil manner to make the target take a deceptive, self-indulgent, or bestial action. Against a target that does 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 opposed to 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 and loses 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 a cruel or destructive action, going out of their way to harm others or acting to benefit themselves regardless of the consequences, 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. A failed check interrupts the process, forcing you to look for a new opportunity at a later time.

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 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. Even after the power ends 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, 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. You can also charm Devils of all kinds. It doesn't change a devil's basic nature; even when charmed they will try to cause harm and strife because it is in their nature, but a charmed devil will never break the letter of an agreement.

Create Darkness

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, with a radius equal to your Create. The change is instantaneous and normally lasts for one scene; if 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.

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 Maneuver difficulty equal 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 and 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.

Disintegrate

Basic Action

You can touch an object to make it disintegrate into fine dust. Make a Create roll against the Toughness of an object to break it. If the object was hand crafted or is maintained with extra care, your Create roll must also match that craftsman's Create. If the object is in a creature's possession or being operated by a creature, your Create roll must also match their Dodge or Ride respectively. Certain objects have plot immunity, they cannot be disintegrated and are instead dropped.

Finishing Greed

Limit Break

You place a magical condition on an object and select a Finisher you know as the consequence of owning 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 for the shot.

Dark Focus

Trigger Action (Focus)

You can focus from Enervation damage. Whenever attacked with Enervation or subject to harmful amounts of negative energy, you can focus. The attack need not hit or inflict a Hit, but cannot be self-inflicted. You can also focus when in complete darkness.The damage must come from the environment or from an enemy to let you focus - attacking yourself or having a friend attack does no good. It is ok to set up a situation where you take environmental damage.

Devil Skin

Stance

You gain the red or black, pitted and barbed skin of a devil. You add your Mind to soak against Fire, Neurotoxin and Physical damage except from silver weapons.

Eater of Sin

Trigger Action (Defense)

You can take the failures of others upon yourself. When an ally within Dodge meters suffers a Setback or is Stymied, you can negate that condition, but you suffer a Setback yourself. You cannot negate Hits from damage or Damage Setbacks. When an ally within range gives up an Advantage, Loses Shots you can negate this, but you take a Hit. At the GM's discretion, you can absorb other similar conditions as they occur.

Retreat of the Mind

Trigger Action (Defense)

When you take , Biological or Psychic damage, you can retreat into nothingness, adding your Mind to your Body or Toughness for the shot.

Shadow Cloak

Trigger Action (Defense)

You gain a +3 bonus to defensive Dodge, Maneuver, and Recon.

Shadow Shield

Trigger Action (Defense)

Use this when an attack would succeed against you. Your Dodge increases by +3 until you next take an action. If you are missed while in a place where you could Sneak, you become hidden.

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.

Dull Mind

Basic Action, Limit Break, or Finisher

Make an opposed Impress, on a success the target's Mind suffers a penalty of -1 until the end of the scene. This can be increased by various factors:

  • If performed as a Limit Break, the penalty is increased by two.
  • If the attack scores an Outcome matching the target's Mind, the penalty is increased by two.
  • If performed as a Finisher, the penalty is increased by two and the effect is a Curse - including any previous use of Curb Advantage.

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 scene, but any failed roll means you lose control of the creature. While a creature is under your control, you can order it to return to its home plane at any time. A creature that breaks free of control can choose to return on its own. Summoned creatures can also be Dispelled. You can also use this power to take control of a summoned creature did not summon yourself whose True Name you know. This requires an Impress roll against the creature's Dodge or Impress or against its summoner's Impress if he is present.

A creature cannot be ordered to perform deeds alien to its nature; an air elemental cannot be summoned into solid earth or water, an Epitome cannot act against its spiritual inclination, and so on. Summoned creatures can perceive your aura as you summon them. Their initial attitude depends on your reputation among this kind of creature and whether you have an allegiance or pact with them. In case of extreme misalignment, you may not even be able to summon them at all.

When you lose control of a summoned creature it usually returns home shortly; the creature knows anyone who knows its true name can seize control of it as noted above. But the creature might choose to remain on your plane indefinitely to act out its inclination. In order to acquire lengthy services you must bargain with the creature, or use a Power Experiment or other means to acquire its services. If you bargain a creature into a formal pact, it is considered controlled for as long as the conditions of the pact are met and cannot break the contract or return to its home until the pact expires.

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 start any stances or take any trigger actions until the end of the next 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 use this to find dark hollow spaces such as secret rooms or containers, using Know instead of Create. You can identify magical effects based on the Darkness form or that affects a creature of darkness. 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
Three days 12
One Month 14
One year 16
A decade 18
A century 20
A millennium 22
Ten millennia 24

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. Likewise, you can overwhelm powers of the Light form.

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. This power cannot remove any power effect that is currently operating. Ill intent is not affected; if the creature, object, or area is supposed to be dangerous, such as a poison trap, it is not rendered harmless.

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. A target that fails to match your Know with their skill check for the power they are using gradually fall into your net. You gain a long-lasting Advantage against them, usable only for this power. If they fail with a margin equal to their Mind, this power grips them permanently. You are aware of when they use scrying and detection powers, and can use this power against them anytime they do so. This is a Curse.

Maneuver Darkness

Dark Form

Stance

You assume the form of a cloud of darkness. In this form, you can fly at your normal Move. You become Amorph and Resist Physical and Enervation damage but vulnerable to strong light and Radiation damage. You can Sneak as if you were in cover in darkness or shadow.

Guise of the Devil

Limit Break

You assume the form of another creature decided when you gain the power. You must have created a variant form for yourself using your normal points and limits. If you do not have such a creature description ready, you cannot use this power. 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 creatures.

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 healed 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 Strike

Inherent

You can make melee attacks that do Body +4 Enervation damage, soaked by Body.

Dark's Soft Whisper

Basic Action

An otherwise normal Melee attack you make enforces silence; no one can hear any sounds you or your target makes 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 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 Melee or Shoot attack with an additional type of damage. The damage of the attack increases by +2. Against a target that has different soak values against the two types of damage, use the lesser soak value but decrease the damage by 2. 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 Confident Martial Arts attack on an opponent who is unaware of your presence or intent to attack. If you hit, 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. This is an invisibility power. Invisibility allows you to Sneak as if you had concealment, even in plain sight. Certain powers penetrate invisibility; against such a power ability to sneak in plain sight is lost. In this form you 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 score an Outcome matching your Reflexes.

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

Basic Action

You can smell, taste and feel darkness within Mind meters. In this area you can sense things even around corners or behind cover, touching them with umbral tendrils. This has the effects of a Scan stunt, and you automatically spot creatures in this area who are not Sneaking, even if they would be impossible to sense with your normal senses. You can choose to focus on an area at a distance, with normal range penalties. You feel safe in the dark, and are not affected by the supposed terrors of the night (GMs discretion). You automatically spot creatures in a dark area using the darkness and Invisibility (and not other cover) to Sneak. You are never impaired in any way because of darkness, but you still cannot see—colors, script, 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. This does not protect from effects powerful enough to be actual attacks.

Ride Darkness

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.

Horseless Rider

Basic Action

You carry an aura of darkness that scares Animals until the end of the next round. Creatures within Ride meters and all areas you can see are affected. Animals flee the area unless they have a strong reason to resist. Animals that are defensing young or extremely territorial can stay, but any action an animal in the area takes has a minimum difficulty equal to your Ride. A creature directing an animal, such as a rider or beast master, must make an opposed Ride check for each order given to the animal, or it will balk and ignore the order. This does not require any additional action on the beast master's part, just an additional roll and chance to fail.

Rumor Rider

Basic Action

You carry an aura of bad rumors and ill will along with you until the end of the next round. Creatures within Ride meters and to all who can see you hear whispered rumors and feel others are whispering about them. Any attempt to Assist or affect an ally with any ability has a minimum difficulty equal to your Ride.

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.

Twilight Rider

Basic Action

You carry an aura of shadow along with you until the end of the next round. Creatures within Ride meters and all areas you can see are affected. The area is covered in murky twiligt, overriding any natural illumination or darkness. This murk can still be seen in, but allows Sneaking and does not penalize creatures sensitive to light. Any attempt to create light or darkness in this area has a minimum difficulty equal to your Ride. At the end of each round, you can make a Ride check against the skill that created each effect in the area that causes light or darkness, on a success that effect ends. Permanent effects are instead suppressed while the area is covered by Twilight Rider.

Shoot Darkness

Disintegrate

Finisher

The target is reduced to dust. In general, this means that the target dies immediately. With much effort this dust can be gathered and the disintegration reversed, but even after the dust has been gathered the effect is considered a Curse. If the dust is collected and the curse is broken, the creature is alive but dying.

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.