Skip to content

Consuming Dark

Expression: Consuming Dark

AX.GHW.08.04.01

The compact provides. The cold moves where you direct it.

Consuming Dark is the combat-facing expression of the Hollow Pact — directed shadow energy, projected outward as damage. It is not heat. It is the absence of heat, the cold that the Hollow entity carries and that the compact has seeded in the bloodline. When the practitioner directs it outward, targets feel it as a localized and deliberate cold, a darkness that has weight, that presses. Entities with specific vulnerabilities to shadow — those whose nature is radiant, consecrated, or opposed to what the Hollow is — find it far more than merely cold.

The damage type is Shadow. Entities with covenant backing, Illuminated nature, or specific protections against shadow sources may have resistance to Shadow damage. Entities with Hollow affiliation — including the Marked themselves and their compact's source — are generally not harmed by the Hollow Pact's expressions.

Consuming Dark — Applications

Void Strike (Primary Action, ranged attack)

Roll Governing Attribute + Hollow Pact (+ Focus if applicable) vs target's Defense. On hit, damage = total successes rolled. Range: Near. Damage type: Shadow. The strike manifests as a pulse of tangible cold darkness — a visible dimming at the point of impact, frost forming briefly at the strike, then gone. Practitioners of other Force traditions recognize the signature.

Extending range to Far: add 1 to the Threshold (one additional success required on top of Defense).

This application is available as a Free Action at Threshold 1 — a minor cold touch, Touch range, 1 Shadow damage. Useful for immediate close-range combat, demonstration, or triggering shadow-sensitive materials.

Consuming Drain (Primary Action, Threshold 2, Close range)

The practitioner maintains a directed pull of shadow energy on one target at Close range — not a strike but a sustained draw, as though something cold has fixed its attention on the target and is drawing warmth and vitality outward. The target takes 1 Shadow damage automatically each Turn they remain in range. Additionally, the target must make a Body Save vs Threshold 2 at the start of each of their Turns or become Hindered.

Roll to establish (Threshold 2). The drain continues until the practitioner stops maintaining it, moves out of range, or cannot act. Establishing the drain uses one roll and Strains the character. Maintaining it (same drain, same target) does not require additional rolls, but any additional Hollow Pact use while maintaining triggers Strain rules normally.

Scaling: Excess successes above Threshold increase the automatic damage (1 excess = 2 damage per Turn) or change the Hindered condition to require a Speed Save instead of Body Save (practitioner's choice on establish, permanent for duration of that drain).

Dark Surge (Primary Action, Threshold 3)

An area effect — shadow energy discharged in a surge centered on a point within Near range. All creatures in Close range of the burst point take damage equal to the practitioner's successes on the roll. Shadow damage type. The surge manifests as a brief collapse of light in the area, a cold that hits all at once and recedes. Those caught in it describe the experience as a moment of total, deliberate dark.

Friendly fire is real: the surge does not distinguish. Practitioners almost always use this in situations where they can control the area or accept the risk.

Scaling: Each excess success above Threshold may: extend surge radius by one range band (Close → Near; 1 excess), increase damage by 1 (1 excess), or prevent friendly fire to one specific ally within the surge (1 excess per ally).

Backlash:

  • Minor: The channel bleeds back — the practitioner takes 1D3 Shadow damage (internal; their own shadow resistance, if any, does not apply to their own compact's energy turning inward).
  • Moderate: The surge goes uncontrolled. The practitioner takes 1 Shadow damage and every ally within Close range takes 1 Shadow damage. The practitioner's hands are visibly darkened with shadow residue for the remainder of the scene — an atmospheric signal that practitioners of other traditions recognize as compact-produced.
  • Severe: The Hollow entity's channel surges. The practitioner takes Shadow damage (internal). One piece of equipment on their person is permanently destroyed — consumed by cold, frost-shattered, left as a darkened husk; the GM chooses the most dramatically significant item. The practitioner gains Staggered until their next Long Rest.