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  1. Abilities

Death of Light

Atavism

Fear of the darkness leads humans to put their faith in light. The Eshmaki know this is foolish. When light fades, darkness always returns — and Lurkers know that light always fades.

Dice Pool: N/A or Presence + Occult (low Satiety)

Action: Reflexive (normal effect) or instant (low Satiety and Satiety expenditure)

Normal Effect: The Beast’s presence suppresses light. The Beast can reflexively dim all light within a radius equal to (Lair dots x 10) yards, imposing –2 dice on all rolls requiring vision and reducing Defense by two against the Beast. This is cumulative with any existing penalties for low light. Light of supernatural origin is resistant to the Beast, triggering a Clash of Wills.

Low Satiety: Those who trust light are betrayed. The redirects nearby sources of light toward her victim’s eyes, dazzling and confusing him. The player rolls Manipulation + Occult.

Roll Results

Dramatic Failure: The Beast draws light toward him, repelling the Horror. The player either suffers a –5 modifier on all Atavism-related rolls, or gains the Blind Tilt (player’s choice) for the remainder of the scene.

Failure: The character fails to redirect light.

Success: The victim suffers as if she were exposed to the Blazing Light Lair Trait (Beast: The Primordial, p. 102). The Beast can simultaneously target (Lair dots) victims.

Exceptional Success: The Beast can affect twice as many victims.

Satiety Expenditure: Absolute darkness spills forth from the Beast. This quickly fills the area as her Horror consumes all sources of light. The Beast fills an area with a radius equal to (Lair dots x 10) yards per turn, for (Lair dots) turns. Everyone within this area suffers the Blinded Tilt. The Beast and members of her brood are immune. The darkness doesn’t remain centered on the Beast — once it is made, she may move within it.