Dark Disciplines

last modified 12/14/2006


These are new sorcerous disciplines for Quicksilver, perfectly suited for evil sorcerers and priests of the Dark Cults.


Nocturnity

This discipline involves the creation and utilization of darkness.

Dark Sight (+0)

For each point of PSYC you have over 9, you can ignore one point of penalty from darkness (minimum 1). For example, a sorcerer with 11 PSYC can ignore 2 points of penalty from darkness. This ability may be bestowed on others as well. You must pay one point of NRG to activate this power. You may, if you wish, increase the darkness penalty reduction by 1 point per extra NRG point spent when you activate it. Only 1" of movement is required to cast Dark Sight on yourself or an unresisting target, but it takes an Action to cast it on a resisting target; treat that as a no range Mental attack. The spell only fails on a fumbled skill roll unless it is being aimed to affect a resistant target. The NRG cost must still be paid on any failed attempt. Dark Sight remains in effect until the recipient falls unconscious, or is killed, or chooses to negate it.

Dark Sight also negates points of penalty from susceptibility to bright light, and adds to a character's rolls to resist or recover from blindness.

Shadowcasting (+1)

For each point of PSYC you have over 8, you can create 2 points of darkness (minimum 1). For example, a sorcerer with 10 PSYC can create up to 4 points of darkness. The created darkness may be applied across one or more 1" x 1" movement spaces. The darkness can all be created in one movement square, for a cumulative darkness penalty, or spread out over multiple adjacent movement squares. For example, 3 points of darkness could be used to create a -3 darkness penalty in one square, or a -1 darkness penalty in 3 adjacent squares, or a -2 penalty in one square and -1 in an adjacent square. At least one of the movement spaces that you fill with darkness must be adjacent to you, or in your own square.

It takes an Action and 1 point of NRG to create darkness. You may, if you wish, increase the amount of darkness you create by 1 point per extra NRG point spent when you create it. The spell only fails on a fumbled skill roll. If it is aimed to engulf a resistant target; treat that as an area effect attack. The NRG cost must still be paid on a failed attempt. The darkness remains in effect until you are no longer within or adjacent to it, fall unconscious (or are killed), or you choose to negate it. It can only be cast on movement squares, not on movable objects.

Night Vision and Dark Sight work against Shadowcast darkness the same as natural darkness. Characters in the darkness don’t suffer any perception or targeting penalties against targets outside of the darkness.

Dark Walk (+2)

You can become undetectable to normal senses (but not to Danger Sense, or Dark Sight, or other sorcerous detection abilities) when in darkness. You cannot be targeted by attacks (or even by friendly targeted abilities) as long as the other character has not detected you. This ability may be bestowed on others as well. It costs 1 point of NRG, and lasts until its recipient attacks or performs any other very obvious physical interaction with their surroundings (or loses consciousness, or dies, or leaves the shadows, or chooses to negate the effect). Side effects of other activities the recipient performs (squeaky floorboards, for example) are not blocked, nor is speech; make Stealth skill checks to avoid accidental noise. But while these things may alert others to the Dark Walker’s presence, they do not reveal their position or allow others to attack them.

Dark Walk takes an Action to use. If you cast it on a resisting target, treat this as a no range Mental attack. The spell only fails on a fumbled skill roll unless it is being aimed to affect a resistant target. The NRG cost must still be paid on a failed attempt.

Fear of the Dark (+3)

This ability causes fear in a single target. Roll to hit vs. the target’s Mental Defense. Each attempt costs 1 point of NRG. You may, if you wish, impose a difficulty penalty on the victim's subsequent WILL check (see below) of -1 per extra NRG point spent when you cast it.

On a critical success, the target faints where they stand and must make a WILL check or die of a heart attack. On a normal success, the target must make a WILL check to resist fainting on the spot, and must flee from the caster even if the WILL check is sucessful. On a normal failure, the target is forced to make a WILL check (treat this like any other morale check). On a critical fumble the caster must make a WILL check or faint on the spot, and flees from the target even if their WILL check is sucessful.

Fear of the Dark does not affect unconscious or completely mindless targets.


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