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Credits

Authors: Drew Kuehndorf & Travis Legge


Artist: White-Wolf Art Packs

Special Thanks
The Occultists Anonymous gang. Watch their adventures
every Friday at 7pm EST at https://twitch.tv/theonyxpath
See more from Travis Legge at:
DMs Guild: https://www.dmsguild.com/browse.php?au-
thor=Travis%20Legge
DriveThruRPG: http://www.drivethrurpg.com/browse/
pub/338/Aegis-Studios?affiliate_rem=387228
Storyteller’s Vault https://www.storytellersvault.com

Requires the use of the


Mage: The Awakening
Second Edition Rulebook

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2 Nightwalker
L EG A C Y:

NIGHTWALKER
S E C O N D E D I T I O N

Second Edition 3
L E G A C Y :

NIGHTWALKER
S E C O N D E D I T I O N
Come away, O human child!
To the waters and the wild
With a faery, hand in hand,
For the world’s more full of weeping than you can understand.
— ~William Butler Yeats, “The Stolen Child”

Mages on the Acanthus path draw their power from the Realm Most of the time a Nightwalker takes a small action against
of Arcadia. As such, they take on many qualities associated with a target. Just enough to get their attention and make them
fey creatures such as odd, unpredictable behavior, wanderlust, question their behavior. In some cases, when a potential target
and a certain immaturity. These traits are drawn from the fey of is a complete dick, totally in need of a comprehensive attitude
the Seelie court, who celebrate Summer, life, joy, and creativity. adjustment from the ground up, a Nightwalker can spend
For most Acanthus mages, this is a perfect fit. The Nightwalkers, months, even years, making a particular subject’s life a living hell.
however, feel the pull of a darker path. Parent Path: Acanthus
Mages of this Legacy feel a kinship with the darker spirits of Nickname: Darklings
the fey realms. Unseelie faeries, the celebration of Winter, and a Appearance: Nightwalkers tend to embrace bleakness,
certain peace with death, dying and decay mark the mages who darkness, and wintry themes in their fashion choices. Black,
join the Nightwalkers. These mages embrace the underbelly of gray and deep hues of purple and red are common choices for
Arcadia, looking to the Unseelie courts for inspiration and draw- clothing. Some Nightwalkers toss in the occasional splash of
ing upon decay and entropy to guide their quests and journeys. bright color in their accessories, and a rare few fully embrace
Like most Acanthus, the Nightwalkers are very social. Howev- the pastel goth look.
er, instead of hanging around the fringes of a large crowd, Dark- Physically, Nightwalkers do not diverge much from what one
lings form small cliques of like-minded friends who become the expects to see among the Acanthus. Most Nightwalkers are at-
core of the Nightwalker’s day-to-day life. It is practically unheard tractive, look younger than they are, and have smooth features
of to encounter a Nightwalker alone, and it is believed that most and skin. As a Nightwalker advances along their path and gains
of these mages are secretly terrified of solitude. Attainments the weight of their relationship with the darkness
Despite appearances to the contrary, the Nightwalkers feel a begins to show on their faces. They develop crow’s feet, scowl
deep responsibility as a result of their connection to Arcadia. marks, and frown lines over time, which can make them look
Like the fey of legend, the Nightwalkers see themselves as angry or frustrated even at their happiest.
teachers and helpers to humanity. If a Nightwalker encounters Upon gaining this Legacy, the Nightwalker’s Nimbus takes on
someone who they feel (or whom Fate and Time dictate) needs a darker, more somber tone. Light associated with their magic is
to learn a lesson, the Nightwalker will bring ever mystical and dull and dim. Music or sound that accompanies a spell is omi-
mundane resource at their disposal to bear, playing the twin nous. Fog or mist generated by the nimbus is thick. Furthermore,
roles of teacher and agent of karma. This is achieved through the Nightwalker’s eyes cloud over with inky blackness whenever
morbid pranks, curses, and social pressure. casting, which leads many Nightwalkers to wear sunglasses as a
means of hiding this quirk from Sleepers.
Background: Nightwalkers come from the same stock one
might expect of an Acanthus Awakening. Young and inexperi-
enced folks, those who have undergone a radical life change or
new beginning, and those who get by in life through trickery,
subterfuge, or blind luck. However, a Nightwalker’s past tends to
be colored with a bit of tragedy and loss. While many Acanthus
can be compared to a bright and mercurial fey light, Nightwalk-
ers are more like the shadow cast by that light. Not necessarily
a dark reflection as much as the darkness that fills in the areas
the fey brightness of the Acanthus cannot or will not reach.
Organization: The Darklings tend to be incredibly cliquish,
though they do not necessarily enter cliques with one another.
Nightwalkers have been known to forge friendships with vam-
pires, werewolves, strange animated golems, and all manner of
other night-folk, in addition to sleepers and other Nightwalkers.
Regardless of the composition of their clique, Nightwalkers are
rabidly loyal to their clique when faced with outside threats,
rivals, or challenges. In calm times, Nightwalkers can get under
the skin of their closest allies due to their penchant for snark,
gallows humor, and morbid pranks, but woe be to the outsider
who offends a member of a Nightwalker’s clique.
Initiation: Gnosis 2, Fate 2, Intimidation 1
Oblations: Dressing up for a night of clubbing including hair,
makeup and accessories; dancing in a packed nightclub; dancing
in a graveyard at night; performing poetry or music in front of
or with their clique; performing a prank that embarrasses or
harms the target.
Yantra: Partying the night away (+1, +2 if they physically ex-
haust themselves for the next day); making faces at the subject
of the spell (+1); glamming up with makeup and accessories (+1,
+2 if flaunting magical items); casting in a club or graveyard
(+1); verbally assaulting the subject (+1, +2 if it causes a Negative
Condition for the Nightwalker or subject)
Ruling Arcana: Fate
Optional Arcana: Death

First Attainment: Lesson Plan


Prerequisites: Initiation
When the Nightwalker takes the time to study a subject
(about a scene) or immediately after having a significant
interaction that brings the subject to the Darkling’s atten-
tion, they may look for a clear omen to bring the subject
‘in line’ to a stated goal, like bringing them humility or
securing their independence. This Attainment emulates
the Fate 1 spell “Serendipity” (Mage, p. 135). It assigns
Reach for the +1 Reach effect for substituting a number
of rolls equal to the Darkling’s dots in Fate, but allows for
Instant Casting Time if Fate delivered the subject into the
Nightwalker’s path.
Optional: Death 1
If the Nightwalker has a significant interaction with the
subject, they can also assess the subject’s soul reflexive-
ly as the interaction ends. The Darkling may determine a
number of soul marks upon the subject equal to their dots
in the higher of their Fate or Death Arcana. This is only

6 Nightwalker
Withstood by subjects with a supernatural template. Mere
mortals are like an open book to a Darkling. This emulates Third Attainment: Swear To Me
the Death 1 spell “Soul Marks” (Mage, p.128). Prerequisites: Gnosis 4, Fate 3, Intimidation 3
The Nightwalker can enforce oaths upon others, emulat-
Second Attainment: Fuck Off ing the Fate 3 spell “Sworn Oaths” spell (Mage, p. 137.)
Prerequisites: Gnosis 3, Fate 2, Intimidation 2 This Attainment does not give the mage the ability to force
anyone to swear an oath against their will. The Darkling
The Darkling instantly inflicts the subject with a particular usually convinces people to acquiesce to an oath through
Hex that is in tune with the Darkling’s Nimbus, in addi- relentless pranking, torture, and verbal abuse. So long as
tion to the Spooked Condition. Work with your Storyteller the subject adheres to the oath, they receive a boon in
to determine a mix of dice penalties or Tilts that fit your accordance with the Nightwalker’s designs. Should the
Nightwalker’s Nimbus (Mage, p. 134). The Potency of oath be broken, the subject suffers the hex they agreed
this Hex is equal to the Nightwalker’s dots in the Fate to for the duration of the spell. The spell’s duration can be
Arcana and lasts until the subject meets a condition, as further extended by giving the subject a condition under
with Conditional Duration, so that an improbable condi- which the oath will end, at the cost of 1 Mana, and ex-
tion will last for an hour, an infrequent condition lasts for a tending the duration in accordance with the Conditional
day, and a common condition will last for a week (Mage, Duration attainment.
p.192). This can be targeted at 2 subjects with Fate 3,
and 3 subjects at Fate 5.
Fourth Attainment: See What
Optional: Death 2
Happens When You’re an
The withering gaze of the Nightwalker can also be direct-
ed at objects, often rendering them unusable. With this Asshole?
attainment, the Darkling lowers the Durability of an object Prerequisites: Gnosis 6, Fate 4, Intimidation 4
by the higher of their dots in either Death or Fate. This
happens over the course of a scene, or instantly if the ob- With the touch of their hand, the Nightwalker can level a
ject is being interacted with by someone under the effects curse upon an object. Anyone who uses the item finds that
of the Nightwalker’s Fuck Off Attainment. This Attainment it twists in their hands, refusing to be used properly, turning
can be applied again and again until the object takes on it into a liability. This Attainment emulates the Fate 3 spell
the Durability of paper, rendering it nearly useless as the “Monkey’s Paw” (Mage, p. 137). The object needs only
Death 2 spell “Decay” (Mage, p.129). to be touched once, and it will reduce the equipment’s
dice bonus by the Nightwalker’s Fate dots, which may
become a penalty if moved below zero. This effect lasts

Second Edition 7
until the subject meets a condition, as with Conditional
Duration, so that an improbable condition will last for an
hour, an infrequent condition lasts for a day, and a com-
mon condition will last for a week.
Optional: Death 4
To increase the vexation of a subject, the Darkling can
call upon a Rank 2 ghost to haunt the subject. This takes
a scene of preparation, during which the Darkling can
decide what kind of ghost would be appropriate for this
specific haunting, after which the ghost can be given the
task of haunting the subject. The ghost may drain and tor-
ment the subject, but will not bring lasting harm to them,
and will treat the subject as their Anchor for the duration
of the spell. The method of haunting is in accordance with
the specific ghost and Darklings usually collect a list of
ghosts they’ve met that might be appropriate tutors to be
prepared for any eventuality.

Fifth Attainment: The Side-Eye


Prerequisites: Gnosis 8, Fate 5, Intimidation 5
When a subject has failed to learn their lessons, the
Nightwalker may level one last lesson upon them. This
works as the Fate 5 spell “Pariah” (Mage, p. 139.), turn-
ing the world against the subject. This requires an hour
of concentration as the Nightwalker visualizes the lessons
the subject must learn at all costs and then must lay their
hands on the subject. Thereafter, the subject suffers all that
the world can throw at them as society ignores them or
actively seeks their harm. This lasts for up to a year, though
a merciful Nightwalker may spend a Mana to provide a
condition upon which the subject can return to the world
and the curse ends. Because this is to be a lesson, the
Nightwalker can specify the sensitivity of the curse, as per
the +1 Reach effect, and that no benefit can be given to
any attempt on the subject’s life.
Optional: Death 5
When even the final lesson has failed to bring about en-
lightenment and peace to the subject, the Nightwalker can
attempt to remove the subject from the face of the world.
This requires the Nightwalker to personally step close to
the subject and look into their eyes. This does not always
work, at a Potency of 5 and is Withstood by the subject’s
Composure. If the spell succeeds, the subject dies on the
spot of no obvious cause of death, they simply stopped
living upon catching the baleful gaze of the Nightwalker
one last time.

8 Nightwalker

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