Mantle of the Dark Walker

The history of the Mantle of the Dark Walker is entirely unknown to the Dream Team, but Mist has suddenly discovered its stole about his shoulders, and has recognized the first -- of what appear to be many -- abilities. The Mantle seems to be the antithesis of the Mantle of the Walker, and is focused around four unnamed paragons that once held the Mantle -- the Boy, a twisted form of Death, the Baron, and the Siren.  

Powers & Abilities

 
  • Keeper of the Record (Passive, Constant): While many are capable of glancing at the Akashic Record and retrieving piece bits of information, you are adept at finding the rare holes in the tapestry. Upon taking the Mantle of the Dark Walker, you become capable of accessing select visions from those who have recovered information lost to the universe, and are able to understand the visions full intent and meaning. Unlike its sister Mantle, Dark Walkers are unable to trigger their own visions, and thus they could occur at any time -- no matter how inconvenient that might be. Note that the visions are potentially dangerous -- e.g. if a previous Dark Walker collected a vision showing the true form of Nyarlathotep, after viewing the vision you may suffer significant mental damage. This ability is completely unaffected by the Gap (or any similar memory-destroying effect that has occurred since the Mantle's existence) and persists across every cycle of the Infinities.
 
  • Pact of the Soul (Passive, Constant): As you once took the Mantle of the Dark Walker via the life of another, the same fate could befall you. If you are killed by a Walker while wearing this Mantle, it is immediately removed from your shoulders -- even if you Tether does not snap, or if you are later revived -- and is thrust into the Great Beyond. In rare cases, the Walker may be able to take the Mantle of the Dark Walker for themselves, throwing their existing Mantle aside. If a Dark Walker perishes in a different way, but isn't revived within a year and a day, then the Mantle is lost, and is given to the cosmic nemesis of the existing Walker -- a target that is selected by the Mantle itself. If no such creature exists, the Mantle will wait until they do, as if its true interest lies in defying the Mantle of Walker, and not in helping mankind.
 

Imprint Powers

  Dark Walker Level: 3  
  • Tommen -- Child of Entropy (Passive, Constant): You are attuned to the power of entropy, which takes the form of pure entropy, storms, chaos, war, and madness. If you have additional abilities that trigger in the presence of one of the five aforementioned aspects, they are considered triggered if any of the other four are present -- even if the primary aspect is not. This ability also allows you to see and interact with creatures of entropy that you otherwise could not see, such as the Skinny Men.
 
  • Tommen -- Tommen's Legacy (Swift, Constant (1/Day)): As your soul is blighted by darkness, soon you begin to see it in others. As a swift action during combat, or with a short glance outside it, you detect the presence of physical and internal pain within a creature (those with Mantles or imbued with other sources of deific power are excluded). In addition, once per day you may press deeper, searching for that creature's darkest secret, and lay it bare before you (DC 15 + character level + Dark Walker level Will negates). This information is shared as a vision from the target's perspective, which may last for up to an hour in your perception, but takes less than a second in real time.
 
  • Delikul -- Delikul's Whisper (Move, 1/Day): The great necromancer whispers in your ear, granting you eldritch secrets lost to an age beyond your reckoning. You stand still, listening to his madness, and temporarily learn the truth of these secrets, editing your identity to embody that of your fellow Dark Walkers. For 1 minute, you may take on the aspect of one of the Dark Walkers you have communed with, described below. Once this ability ends, you take 1d6 Sanity damage, which can only be negated by an effect of Saint-level or higher.
    • Tommen: Your aura radiates with dread, and the sound of teeth chattering emits from your every step. Laughter erupts from your shadow if a lie is spoken in your presence, and threats are met with the screeching of an unknown beast. In addition, while this aspect is active, your are immune to Mind-Affecting effects, and gain spell resistance (SR 20 + Dark Walker Level).
    • Delikul: Your right eye glows with a pink light, and you see into the souls of others. At a glance, you know immediately if that creature means you harm, as well as their moral alignment (as the gods see them, not how they perceive themselves). In addition, while this aspect is active, every three creatures you deliver a death blow to form into an unholy trinity, granting you one Resolve Point.
 
  • Mist -- Thunder in the Mist (Move, 1/Day): You fully embrace Chaos, and become of an avatar of its purest form. For 1 minute, Debauchery pours from your mouth and nose when you breathe, although you are immune to its effects for the duration. At the end of every turn this ability is active, select one 5-ft. x 5-ft. x 5-ft. cube that you were in or moved through during your turn, and fill that space with Debauchery as well. You may place Debauchery in opponent's square with a successful Tumbling check to move their space, and they are immediately subject to the poison. Once placed, you may Skip from one cloud of Debauchery to the next simply by entering a cloud with that frame of mind, after which you will be randomly teleported to another cloud that is not otherwise occupied. If you teleport through at least two clouds during your movement, any subsequent attacks made on that turn (e.g. as part of a Trick Attack) act as if you were aided by Harrying Fire (+4 to hit). At the end of the duration all clouds fade, although any negative effects gained from the poison persist.
Artwork by Gavin O'Donnell

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