
Cerberus
The Hunter Faction of the Hounds of Hell MC
Shadows
This Praxis concerns itself with manipulation of the elemental form of darkness, tangible shadows. Darkness does not always imply evil; those sorcerers closely allied with the spirit world also practice this art. Just as day and night must balance each other, so too is darkness as potent as light. Even so, people who display this power are often suspected of infernal workings.
Basic:
Fading Light
This spell allows you to call darkness into an area, emphasizing any shadows that are already there. Lights dim and edges shift unpredictably. The disorientation caused by this spell is equivalent to the Negative Mental Trait Oblivious. In addition, characters within this region gain a free retest on any challenge involving stealth. You must specify the center of this spell when it is cast. Most often, the spell covers a fixed area affecting everything within a 10-foot radius. This spell may not be cast indirect sunlight or other brightly-lit areas and the effects last for one scene.
Shadow Cloak
By drawing darkness around yourself, you can mask your presence when standing in shadows. For each success on an Extended Static Mental Test, you may cloak one additional person or medium-sized object (short sword, backpack, chair). Some form of natural shadow must be present. A cloaked character is undetectable as long as you remain still and silent. However, anyone with Heightened Senses will have a chance to detect you (Static Mental Test) if you move. If you speak, the cloak is wasted. If you leave the shadowed area or initiate any form of physical attack, all benefits are immediately lost
Intermediate:
Cover of Darkness
This potent effect covers an area in a cloud of darkness impenetrable to mortal eyes or even the various forms of HeightenedSenses. In addition, sound and smell are muffled and all but useless. The caster (or a Narrator) should describe this effect to anyone observing it, as it is quite unnatural and nothing like normal shadow. The cloud covers a 10-foot radius around a target point, doubling in size for each success on an Extended Static Mental Test. The sorcerer must maintain concentration for the duration of this effect, engaging in nothing more than slow movement or minor conversation. However, if you spend an appropriate Mental Trait, this effect can be sustained on its own. In this case, the cloud lasts for the remainder of the scene, even if the caster leaves the area.
Shackles of the Abyss
You are now able to create chains of physical darkness. These bindings reach out from some nearby shadow and ensnare your opponent, preventing him from moving or escaping. This requires a Mental Challenge against your target’s Physical Traits. If you are successful, the victim may not move or use any magical powers for the remainder of the scene. Bright light, whether artificial or natural, will dispel this effect.
Advanced:
Touch of Darkness
By defeating your opponent in a Mental Challenge, you may wrap his mind in darkness and give him the Negative Traits Dull and Confused. Alternately, you may let the shadows play, instilling one Storyteller-chosen Derangement in your victim. Either effect lasts for the remainder of the game session.
Master:
Shadow Form
Your understanding of darkness and light now allows you to become as intangible as a shadow. Though this power does render you invulnerable to physical attacks, you are likewise unable to affect the world around you. It costs one Physical Trait to shift into an immaterial state and another to return to normal. If you run out of Traits while in shadow form, you are trapped in that form until the next sunrise.