Dark (Power)

The Dark power is supreme at protecting their allies by interfering with their foes' plans. Utlizing chain checks, imposing disadvantage on attacks, and stopping abilities altogether, Dark can surely keep enemies at bay with a wave of their hand.

'''Atk. die': 1d6+PER (magic ranged 6)''

Void Viewer

 * Type: passive


 * Prerequisite(s): 0 SP


 * Allows for 2 reactions per round. Modifies C:BR by -0:-1 and modifies supply by +1.

Received upon selecting this power.

Absolve

 * Type: standard


 * Prerequisite(s): 3 SP


 * Burn 1 supply, target enemy; deal your PER to that target.

Bizarre Delusions

 * Type: standard


 * Prerequisite(s): 4 SP


 * Burn 2 supply; until the end of this round, your next normal attack has advantage. Then, make a chain check. On a success, deal damage equal to your atk. die to any target within range 4. On a failure, take 4 non-lethal damage. On a slip, take 4 non-lethal damage and burn 4 HP.

Eclipse

 * Type: special 3


 * Prerequisite(s): 5 SP


 * Burn 5 supply; all enemies’ attacks have disadvantage until the end of their next round.

Mire

 * Type: standard


 * Prerequisite(s): 2 SP


 * Burn 2 supply; gain stealth until the end of your next turn.

Twist of Fate

 * Type: passive


 * Prerequisite(s): 4 SP


 * Gain 1 PER (score). Whenever you make a chain check, you may burn 2 VIT or 2 ALA (your choice); succeed on that chain check.

This effect can be used at any time it applies, including even after results are known.

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Black

 * Type: special 3


 * Prerequisite(s): 6 SP


 * Burn 2 PER; choose an enemy you can see. That enemy loses all AP during its next round, and cannot take any reactions until the end of the next round.

Blindswipe

 * Type: reaction


 * Prerequisite(s): 4 SP


 * Burn 2 supply; if you are being targeted for an attack or ability, make a PER save. If you fail, the damage from the attack or the effect of the ability is dealt to you, then you deal non-lethal damage equal to twice your level to yourself. If you succeed, negate the attack or effect.

Inner Silence

 * Type: reaction


 * Prerequisite(s): 5 SP


 * Burn 1 AP, target ally within range 3; until the end of the next round, that ally cannot be targeted for attacks or effects of enemies. This must be activated before the targets of an attack or effect are declared.

Pull from the Murk

 * Type: special 2


 * Prerequisite(s): 4 SP


 * Burn 2 VIT or ALA; until the end of your next turn, whenever you succeed on a chain check, gain 2 supply (up to your maximum).

Sightsnatch

 * Type: special 2


 * Prerequisite(s): 6 SP


 * Burn 2 supply; an enemy you can see has their speed halved and they lose 1 AP on their next turn. This cannot reduce them below 1 AP.

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