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A Nightwalker may pull a foe with them into a caliginous domain overlaid atop the world around them. It is gloomy, devoid of color and deathly silent aside from the sounds made by the two combatants within. Within their domain, the Nightwalker is less injury prone, their black blood sizzling and burning away as its shed, superficial wounds more easily coagulating. | A Nightwalker may pull a foe with them into a caliginous domain overlaid atop the world around them. It is gloomy, devoid of color and deathly silent aside from the sounds made by the two combatants within. Within their domain, the Nightwalker is less injury prone, their black blood sizzling and burning away as its shed, superficial wounds more easily coagulating. | ||
Hunting Ground persists until the Nightwalker consumes the heart of their target | Hunting Ground persists until the Nightwalker consumes the heart of their target, they themselves die, or their prey manages to evade them for long enough. All, including the Nightwalker, that perish within it are seemingly erased from existence, eaten away by the Absentia that powers the Hunting Ground when the spell fades. | ||
<div style="text-align:center"> | <div style="text-align:center"> | ||
=Tiers of Mastery= | =Tiers of Mastery= | ||
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Revision as of 04:24, 25 March 2024
A N G E R Y
Nightwalker
History
Made by the Night Father from the Pact of Pelezotz. WIP.
Acquisition
Living as a Nightwalker
Heightened Awareness
As soon as they are born anew, all five of the Nightwalker’s sense are roughly half again what they were before. They are able to detect the life force of the living, their circulatory systems alight in red beneath the skin. And finally, they are capable of detecting the heartbeats of those nearby. The cost of this greater awareness is that many among them consider existing in populated areas, particularly in crowds, to be incredibly overwhelming and they risk revealing themselves due to their unstable blood. As a result, most Nightwalkers are solitary things, only called upon when Alítheia wishes to bring the hand of carnage down upon their foes.
Lunar Sacrament
If a Nightwalker desires to change their base form, they must endure a special trial prone to running awry. To begin, they must starve themselves beneath a full moon, surrendering to lunacy. During this ferine state, they will duel a shadowy manifestation of their inner beast and should they win, they will be able to manifest a new form.
Mageburn Symptoms
- Lesser:
- Moderate:
- Greater:
- Special:
Spells
Like all Blights, Nightwalker uses the Metaphor of Absentia to cast.
Therianthropy
Nightwalkers are capable of shifting from their natural state into that of a wild, untamed beast. The nature of this beast depends on the individual and evolves with them as they grow in power. For example, different Nightwalkers might shift into a werewolf, a weretiger, a werebat, a werecentipede and so on. The base of their Therianthropy may manifest in the full shape of a beast or be anthropomorphic, but once this base form is chosen, it cannot be altered outside of the additions gained with mastery or performing the Lunar Sacrament.
- They will also gain one additional, distinct feature per tier of Mastery, including but not limited to:
- Venom
- A pair of additional limbs
- Wings
- Body spikes
- Plated, armored flesh
- Anything else similar in scale to the above.
Chimerism: Strong emotion brings out a Nightwalker’s inner beast. For example, as they get angrier, features of their Therianthropy may begin to manifest ranging from subtle to not so much. Eye color changes, sharpened teeth or nails, visual shifts to their skin, changes to body hair patterns, etc.
Unstable Blood: If a Nightwalker becomes too emotional, such as losing themselves to anger, they will uncontrollably shift into their beast shape.
Fury of Pelezotz
By activating this spell, the Nightwalker’s body and senses are preternaturally enhanced. The tissues of their muscles and bones become denser, their senses heightened, and they are put into a constant state of heightened awareness similar to adrenaline for the entire duration.
While raging, they may use their Therianthropy in place of defending against poisons (Resistance) or mental, even Metaphoric manipulation (Meditation).
Blood Frenzy
Carnage incites the Nightwalker to frenzy. Consuming at least as much of a body equivalent to half of their own body size fuels their rage and doubles the effect and duration of Fury of Pelezotz. The Absentia cost of this spell is half that of normal.
Regenerate
The Nightwalker can heal their wounds and regain physical endurance to stay in the fight and outlast their opponents.
Hunting Ground
A Nightwalker may pull a foe with them into a caliginous domain overlaid atop the world around them. It is gloomy, devoid of color and deathly silent aside from the sounds made by the two combatants within. Within their domain, the Nightwalker is less injury prone, their black blood sizzling and burning away as its shed, superficial wounds more easily coagulating.
Hunting Ground persists until the Nightwalker consumes the heart of their target, they themselves die, or their prey manages to evade them for long enough. All, including the Nightwalker, that perish within it are seemingly erased from existence, eaten away by the Absentia that powers the Hunting Ground when the spell fades.
Tiers of Mastery
Novice
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Apprentice
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Journeyman
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Expert
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Master
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Ascendant
description
- Therianthropy:
- Fury of Pelezotz:
- Blood Frenzy:
- Regenerate:
- Hunting Ground:
- Therianthropy:
Creations
”blurb” - speaker
Articles on Welkin
Definitions |
Arcana · Arcana List · Theorem · Metaphor · Ascension |
Welkin |
Welkin · Mysticism · Religion · Pact · Poetics · Blight · Gramarye |
Pacts [ Radiance · Crest · Nostalgis · Vemana · Fathom · Omnia · Somnis · Nimhea · Nekros · Faust ] | |
Poetics [ Syphon · Apparation · Possession · Remnant ] | |
Blights [ Null · Devorare · Scourge · Rusalka · Nightwalker ] | |
Variants [ Vitæ ] |