Move Dark (Action Powers)

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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.

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.