[FOCI]

Walks with the Night

Gods of the Fall

You have a power over darkness. As a child, when you created shadow monsters from the lantern's light flickering on the wall, the shapes you cast moved and danced as if living things. Now, as you come into the power that might be the spark of divine Awakening, you know that you have nothing to fear in the dark. However, others might have something to fear from you when you walk with the night. You probably wear dark clothes, cloaks, and even gloves, and possibly a mask the color of gloom and dusk.

Additional Equipment

You carry a large black cloak and a face mask.

Shadow Abilities

If you have other overt abilities (spells, psionic powers, or the like), they make almost no sound, and whatever visual displays they produce are dark and shadowy. These alterations change nothing other than the appearance of the effects. A Flash is a silent burst of shadows, a Barrier is a mass of shadowy wisps, and so on. In addition, if you wish, you can swap an ability gained from your type for the following.

Create Shadow (2 Intellect points) Action

You cause shadows to spring up from a spot within short range for up to one minute. The shadows must fit within a 10-foot (3 m) cube. You can choose to simply make bright light dim or completely dark (blinding any creature within the area that can't see in the dark). You can move the area of shadows up to a short distance each round as part of another action. You can also create a scene from shadows in the area, from something as simple as throwing a shadow on the wall to as complex as spending an action each round to act out a scene.

Action to initiate.

Minor Effect Suggestion

The target is also dazed for one round, during which time the difficulty of all tasks it performs is modified by one step to its detriment.

Major Effect Suggestion

The target is also stunned and loses its next turn.

Tier 1

Creeping Shadow (1 Intellect point) Action

If a shadow can pass through a physical barrier, such as under a door or through a crack or keyhole, then so can you, albeit slowly, at a rate of 1 inch (3 cm) per round (minimum of one round to pass through any barrier). You can't act (other than moving) or perceive anything until you pass entirely through the barrier. You can't pass through barriers that are completely sealed against light (or shadow).

Night Eyes Enabler

You can see in very dim light as though it were bright light. You can see in total darkness as if it were dim light.

Tier 2

Summon Creature of the Night (2 Intellect points) Action

You summon a single level 3 creature of the night (such as a wolf, a ghost, or a giant spider) or a horde of small animals (such as bats or rats) to temporarily help you. These creatures do your bidding for as long as you focus your attention, but you must use your action every round to direct them. Creatures are native to the area and arrive under their own power, so if you're in an unreachable place, this ability won't work. In addition, if you're in an area of bright light, the creatures won't stay for longer than a couple of rounds, even if you continue concentrating.

Tier 3

Foreboding Strike (4 Intellect points) Enabler

When you attack your foe, darkness momentarily passes before its eyes so that it can't see, reducing the difficulty of your attack by two steps (assuming it's a creature that relies on sight to sense its surroundings). The ability works for whatever kind of attack you use (melee, ranged, energy, and so on).

Tier 4

Shadow (4 Intellect points) Action

For the next ten minutes, you take on some characteristics of a shadow. Your appearance is a dark silhouette. You are trained in sneaking tasks. During this time, you can move through solid barriers, even those that are sealed to prevent the passage of light or shadow (but not energy barriers) at a rate of 1 foot (30 cm) per round, and you can perceive while passing through a barrier or object, which allows you to peek through walls. As a shadow, you can't affect or be affected by normal matter. Likewise, you can't attack, touch, or otherwise affect anything. However, attacks and effects that rely on light can affect you, and sudden bursts of light can potentially make you lose your next turn.

Action to initiate.

Tier 5

Nightmare (5 Intellect points) Action

You fashion a truly horrifying creature of dripping shadow and launch it at your foes. Your creation persists each round while you spend your action concentrating on it (or until you disperse it or it is destroyed). It has one of the following abilities, which you choose each time the nightmare attacks.

  • Horrify. Instead of making a normal attack, your creation's attack horrifies the target, dropping the target to its knees (or similar appendages). The target takes 3 points of damage that ignore Armor and is stunned for one round, so that it loses its next turn.
  • Confusion. Instead of making a normal attack, the creation's attack confuses the target for one round. On its next action, the target attacks an ally.
  • Curse of the Nightcaul. Instead of making a normal attack, the creation's attack causes a film of darkness to cover the victim's eyes like a caul. The target is blinded until it rips off the caul, which inflicts 5 points of damage that ignores Armor.
  • Tier 6

    Become the Night (6 Intellect points) Enabler

    You can selectively become shadow so that you and your attack this turn ignores your foe's Armor, and even penetrates partly through your foe, dealing an additional 5 points of damage. The ability works for whatever kind of attack you use it with (melee, ranged, energy, and so on).

    GM Intrusions: A foe has a cypher that creates a bright light that could stun you for a round. One of your shadows gains a mind of its own. An ally mistakes your shadowy presence for a foe.