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Nadira

Page history last edited by Benji 3 yrs ago

Nadira

"Ryall huddled in the dark corner of the gigantic castle's basement, clutching his prize. He felt safe there. Nothing could come into the cellar unnoticed. He pressed his back against the slick, damp granite and shivered, but not for cold. He was certain he was there alone, but still he felt uneasy. Again he looked down at his possession. It was beautiful, even in the dim lighting. He cautiously set it down and wiped his sweaty brow with his forearm, but when he went to pick it up again, it was gone. He jumped to his feet and brandished the knife he had brought with him. He felt that his eyes must have been getting weaker, for the light of the torch no longer seemed to allow the same visibility it used to. He thought he heard something behind him and whirled to face it, but all of a sudden, the dagger was gone, then the torch was gone, and then Ryall was gone."

• Hour of Night

Shadows in the nearby vicinity seem to grow in size, lights dim, and visibility decreases. Characters attempting stealth in areas affected by this ability gain an automatic success so long as they remain in a shadow. Roll Nadira + Physics at difficutly 7. This ability lasts a number of rounds equal to the number of successes rolled.

•• Blindfold

The character causes light to stop entering the eyes of a subject, causing temporary blindness. Roll Nadira + Physics at difficulty 7. The subject remains blinded for a number of turns equivalent to the number of successes rolled. If the area had previously been dark, the subject must also roll Wits + Awareness at difficulty 7. If the number of successes rolled is less than the number of successes rolled for the Blindfold ability, the subject does not even become aware that he is blind.

••• Cloak of Darkness

The character surrounds himself with a shroud of darkness which gives a temporary boost to both armor and stealth. Roll Nadira + Physics at difficulty 7. Character gains a bonus to his armor equal to the number of successes rolled and an automatic number of successes on stealth rolls equal to half that. This ability lasts for five rounds.

•••• Ebon Grasp

Tendrils of shadow solidify and reach out to capture and bind a target in place. Roll Wits + Stealth versus a target’s Wits + Awareness both at difficulty 7. Upon one oustanding success, the target becomes instantly bound. If the target ties or wins the roll, the ability is noticed and the target may perform a dodge roll. Once the subject is bound, Roll Nadira + Physics. The subject is bound by a Strength equal to the number of successes.

••••• Sea of Shadows

The character sinks into a shadow on the ground and may travel to other shadow so long as that shadow is connected to the original shadow. The character may only dive into and emerge from shadows large enough for him to enter and exit through. The character may only enter a shadow for a number of rounds no greater than his level in Nadira. For each round past this number, the character loses 1 willpower.

 

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