Darkness Gifts

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Darkness Gifts
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The Rage Forsaken Players Guide.jpg
The Rage Forsaken Players Guide p. 112-114
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Moonlight casts long shadows, and in those shadows the Uratha lurk. Legends of werewolves often tell that the creature can only come out at night, preying on an ancient fear of the dark passed down for generations in the form of old stories. Werewolves who have learned gifts of Darkness embody some of that fear, slipping unseen between patches of shadow and striking with the sudden intensity of a single moonbeam into a blackened room. The spirits of nocturnal creatures (such as foxes, owls or bats) Teach these gifts, as will some Irralunim ---though a non Irraka will need to offer plentiful chiminage.

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Darksight (•)

Though a werewolf can track by sound and cent, in cities and other human-dominated areas the forms necessary to do so can attract more attention than they're worth. This gift mitigates that risk, allowing a werewolf in human form to see perfectly no matter the level of light. where there is any illumination, the user of this Gift can see as if it were bright daylight. In situations in which there is no light at all, the character can see as if her surroundings were bathed in the light of a full moon. Whichever is the case, the character's eyes glow of yellow when using this Gift.

Aura of Dread (••)

A werewolf who knows this gift has an edge beyond the obvious. The darkness hides many things, and through subtle spiritual urging onlookers worry about what will follow her out of the shadows. The darkness may conceal the rest of her pack, or she could be a harbinger of a far deadlier threat. This Gift exacerbates the ancient human fear of the dark places outside of the cave, and though it doesn't actually alter anything visible, it does instill a feeling in the minds of everyone present. The werewolf is the face at the window on a moonless night; the chill howl heard by campers when there are only stars for light.

Shadow Step (•••)

Huddled in stone houses, human looked out at the dark in fear, never knowing if some beast was going to attack, and if so where from. This Gift allows a werewolf to play on that fear, letting him slip from one patch of shadow to another to confuse prey -- or predators -- as to his location. Though hardly the fastest means of getting around, slipping between shadows in this way does allow the werewolf to move without being seen, strike from odd angles, and convince her victims that there is more than just one of her.

Moonlit Talons (••••)

A character with this Gift can strike from concealment with incredible swiftness and power, like a beam of light that dispels the shadows around him. His claws leave faint contrails of darkness in the air behind them, as though they were sharp enough to slice through light itself, and once he has struck, the character fades back into the darkness that concealed him to await his next victim. This gift is the province of hunters and assassins, allowing the Uratha to strike from hiding without betraying his positions, and finds little favor among those who would rather face an opponent with honor. A werewolf can only use this Gift to augment a surprise attack made from the cover of darkness.

Nightblind (•••••)

Fear of the darkness lurking outside of the cave is one thing, but that fear pales in comparison with the fear many have of the darkness in their own heads. Using this Gift on a target lets a werewolf reach into the human's head and turn the brightness right down. A normally blinding light provides no more illumination than the stars alone, and anything less than that leaves the target totally blind, his eyes unable to see. Being struck blind tends to make people panic, making this the perfect Gift to use on a band of hunters. After all, most people need to see what they're shooting at.

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