You can step through the shadows, appearing right behind your prey, or escaping to safety.
Normal Effect: If you are standing in a location of dim illumination or lower, you can spend 1 Terror to use 1 action and flicker to another patch of dim illumination within Close range. This Movement is instantaneous, as you vanish into the shadows at your starting location and appear at your destination. This movement only provokes an attack of opportunity at your destination, and only if your target is aware of you.
You can only Flicker to a location you within range that you can see and that you would normally be able to reach by walking within Close range. For example, you can flicker to the back seat of a car pursuing you within Close Range, as, in theory, you could walk that distance. But you cannot Flicker across a chasm unless the distance to the bottom, across, and back up is less than Close Range.
When you Flicker, you drop your Veil and revert to your Monstrous form.
You can spend 1 additional point of Terror to increase the range of your Flicker by 1.
Hungry Effect: When you take damage, you can spend 1 Terror to use Flicker as a Reaction.
A horror knows how to slip through dark places between the mortal realm and Shadow.
Normal Effect: If the horror stands in close range of a location that is normally shrouded in darkness, such as a pantry, closet, or the space beneath a bed, they can perform a minor ritual to open a gate to Shadow. The horror can spend 1 Terror over 3 actions action to pierce the borders between the two planes, and slip on through to the other side. Only the horror may use this gate.
The horror can spend 1 additional point of terror to keep this gate open for longer. In that case, the gate lasts 1 additional round per point of Terror expended.
Hungry Effect: The horror can pull prey through into the Netherworld with them. When using Under the Bed, the Horror may drag anyone they are grappling through into the darkness with them.
Winter is a scary time. The nights are long, food is scarce, and one wrong move can lead to your death in the hungry cold. You tap into the power of this season to remind your prey to fear the chill wind.
Normal Effect: You spread winter's chill to those that you touch. Spend 1 Terror as a single action to charge a natural weapon. Until the start of your next round, you deal 2d6 cold damage to the target when you strike them with that natural weapon. If you land a critical hit, your target gains Slowed 1.
This damage is increased by 1d6 for every 2 ranks in Shroud you possess. You can sustain this effect for an additional 1 round as a free action by spending 1 Terror.
While Memory of Winter is active, you gain a Cold Resistance of 5.
Hungry Effect: Your Beast's hunger consumes the heat around you. Anything that strikes you with an unarmed attack or natural weapon, or attempts to grapple you, takes damage as if you struck them with Memory of Winter.
In addition, you can cause water you touch to freeze on contact, allowing you to walk on water.
Succubi, skin-walkers and shapeshifting aliens from outer space. Humans have long feared creatures who could hide behind a human face. You take advantage of that latent paranoia to make those fears a reality.
Normal Effect: Spend 1 Terror as a full-round action to alter your appearance for the rest of the scene. You can change your gender, ethnicity, build, height and age to something within the normal parameters for an adult human--anything out of the ordinary, such as dwarfism, albinism, or amputated limbs would stick out too much for this nightmare to properly manifest. Your clothes can likewise be altered to fit the situation.
Add 1/2 your shroud ranks to Deception checks to Impersonate others, and treat yourself as if you had a Disguise Kit.
Hungry Effect: Your can tap into your Beast's hunter instincts to become a perfect copy of someone you have encountered over the past 48 hours, right down to distinctive birthmarks, missing body parts, and iconic clothing. Even appropriate IDs manifest themselves in your pockets. You can use Deception to Impersonate a specific individual with no penalties, even when interacting with those who are familiar with person you're impersonating.
The fear of the dead coming back to life is present in numerous cultures, and some horrors readily embrace the terror of undeath.
Normal Effect: You can spend 1 Terror as a full-round action to enter into an undead state for the rest of the scene. While in this undead state, you gain the following bonuses:
All mundane attempts to determine your status result in your appearing dead; supernatural powers still recognize you as alive
Add 1/2 your ranks in Shroud to your Endurance defence
You no longer have to breath, and so you are immune to suffocation, gas and drowing
You do not suffer from the consequences of hunger, thirst and fatigue
You are immune to the Wounded condition
You cannot be healed, even with other supernatural powers
Hungry Effect: As your hunger grows, your beast saps even more life from you. While this nightmare is active, you gain the following benefits:
You are immune to all negative conditions that affect your physical abilities
You are immune to critical hits, including execute attempts.
Do not die at 0 wounds. Instead, your wound damage is dealt to your Terror, until you reach 0 Terror.
Fear of the dark leads humans to place their faith in the light. But light inevitably fades to dark, and with the returning shadows comes the threats within.
Normal Effect: When you use Shroud to Sculpt Shadows, you can spend 1 Terror to have the effect last the rest of the scene, instead of for the length of your Concentration. You can also attempt to affect magical light or darkness by making a Shroud check against the DC of the creator of the effect, or a DC equal to the illumination generated if the former is not applicable.
Hungry Effect: Your Beast reaches forth, spreading absolute darkness around you. When you activate this nightmare, you can instead choose to have your Sculpt Shadow action fill the area with supernatural darkness. Creatures within the area have to succeed on a Resolve check against a DC equal to 10+your ranks in Shroud. If they succeed, they treat the area as normal darkness. If they fail, they gain the Blinded condition while in the area. Your allies automatically succeed on this check.
You can choose to have the darkness emanate from you, and travel with you as you move, or to fix it to the location where you summoned it, in which case you can freely move within it.
Darkness is a part of you, and you are more comfortable in dark places than out in the light of the sun. With this nightmare, you become a true creature of the night.
Normal Effect: By spending 1 point of Terror as a signle action, you gain Darkvision for the remainder of the scene. You can see in total darkness, including darkness caused by supernatural effects. You are also immune to the Dazzled and Blinded conditions, as even when your sight is lost, you can still perceive shapes and movement around you through your supernatural senses.
Hungry Effect: You can extend your senses through the darkness around you. You can look around corners, read papers from across the room, or listen in on conversations down the hall as long there is darkness connecting your location to theirs. You can extend your senses out a number of range increments equal to your ranks in Shroud.
You can only focus on one location at a time. Changing focuses takes 1 Action. Returning your senses to your own body also takes 1 Action.
Humans have long been wary of dark places and terrors that might dwell unseen within. With this nightmare, you draw upon that fear to help you lurk on the peripheries of human senses.
Normal Effect: You gain a preternatural sense of how to remain unseen. When in an area of dim light, you can spend 1 Terror as a reaction to shroud yourself from observation, gaining a bonus on Stealth checks equal to 1/2 your ranks in Shroud for 1 Minute. This shrouding extends to technological means of detection, and both photographs and videos taken of you while this ability is active reveal only a shadowy figure. Magic can still detect your presence, however, as can pressure plates, trip wires, and other sensors that do not rely on vision.
Hungry Effect: Your Beast draws the shadows even closer to you, allowing you to hide from sight completely. You become Invisible while in dim light or darker, and you can move or perform simple actions without breaking this Invisibility, though attacking breaks this shrouding and ends your current use of this nightmare. Your stealth even extends to supernatural effects that rely on vision.
You can perform that most iconic of monster abilities: haunting a location. You seize control over the environment around you, allowing you to make minor alterations, all to unnerve your prey as they realize they've walked into your trap.
Normal Effect: You can spend 1 Terror over the course of 1 minute to merge with the darkness in an area, spreading your consciousness across a location no larger than 10 Size per rank of Shroud.
While Haunting this area, you can make minor alterations, such as opening and closing doors, turning off lights, snuffing out candles, causing pianos to play by themselves, or seeing out of the eyes of portraits and statues. These effects are small, and generally don't have direct combat applications, though that doesn't mean they can't inconvenience foes, or allow your allies to better set up traps.
It takes 1 Minute to establish a Haunting, and this Haunting lasts 1 Scene. While you are Haunting, you are incorporeal and cannot be targeted by spells and abilities unless they are deliberately designed to exorcize a haunting or possession, nor can you communicate. You may use Shadow to attempt to drain terror from any target within the area of your Haunting. You can end this ability by taking three Actions, and reform anywhere within the area you were Haunting.
Attempts to haunt areas that are brightly lit, tied to Faerie, or are consecrated for forces of virtue and vice (such as a church or temple) automatically fail. Horrors from the House of the Hateful Sun can haunt brightly lit areas; horrors from the House of the Empty Church can haunt consecrated locations.
Hungry Effect: Your Beast won't let your prey go. Doors made of particle board feel like they're forged from steel. Hallways twist and turn on themselves. Gates clatter closed and cannot be opened, no matter how hard your prey pulls.
You can spend 1 Terror to increase the DC of a check to escape your Haunting by 1/2 your ranks in Shroud for the rest of the Scene. Examples could be increasing the Disable Device DC to pick a lock, increasing the Athletics DC to break down a door, increasing the Survival DC to navigate an area, or increasing the Computer Sciences DC to hack security systems in the area.
You can only apply this effect to DCs that involve attempts to navigate your Haunting or escape from its confines. Other DCs unrelated to this, such as attack rolls, science checks to recall knowledge or the defences of your allies, cannot be affected.
The unworthy should know better than to gaze upon their betters. The horror emanates a fear of authority that wards them and their allies from the slings and arrows of their foes.
Normal Effect: You can spend 1 Terror as a single action to make a Shroud check against the Resolve defence of all enemies in Close range. Those you succeed against find it difficult to stare directly at you or your allies, as you seem to glow with an uncomfortable light. You can sustain Blinding Radiance as a free action each round by spending 1 additional point of Terror.
You and your allies gain a +2 status bonus to Armor against these foes. This bonus increases by +1 for every 4 ranks of Shroud you possess.
Hungry Effect: A foe who dares to strike you or your allies feels the metaphysical rebuke of society. Any enemy affected by Blinding Radiance who successfully attacks you with a melee attack takes 1d4 points of Radiant damage upon striking you or an ally. This damage increased by 1d4 for every 4 ranks of Shroud you possess.
There are a lot of people out there who just want to follow orders. Anybody can flash some forged credentials and bark orders to try and get people to follow them, but you take it a step further. You make those around you understand that you know what's best for them, and they should just shut up, sit down, and do their job.
Normal Effect: You draw upon others' fears of authority to assert control over a small group. When you first encounter a group, such as a start-up, a small newsroom, a club or an organization, you can spend 1 Terror as a reaction to make a Shroud check against the Composure defence of those in the group. If you succeed, all members of that group in the immediate area think that you are an appropriately high-ranked member of their organizations. Any credentials are assumed to be in order, and if they're not, the members are all to happy to replace such "misplaced" items. They are Helpful towards you until the end of the scene, and treat you as if you had half your ranks in Shroud as Reputation with the appropriate Allegiance.
Once the effects of this nightmare end, the affected individuals are confused and misremember the events that transpired.
Hungry Effect: Why try to make the group follow you, when you could just be the person they already follow? You can spend 1 additional Terror to assume the identity of a real individual who is already a member of that organization. You gain a basic insight into this individual, including how they act and speak, based on the psychic impressions of the affected organization members. This might give you more access to an organization's resources or hidden information.
You draw upon your opponent's fear that they're not strong enough to defeat you and your allies and make it a reality.
Normal Effect: You can spend 1 Terror as a single action to generate a healing aura around you. You and your allies in Close range gain Fast Healing 1. This fast healing increases by 1 every 4 ranks of Shroud you possess. You can sustain Still Standing as a free action each round by spending 1 additional point of Terror.
Hungry Effect: You Beast shakes the confidence of your enemies. You can spend 1 Terror to grant misfortune to an attack an enemy makes against an ally affected by Still Standing.
You strip away your target's false protections and expose their weaknesses and flaws to the world.
Normal Effect: You can spend 1 Terror as a signle action to begin prying away their strengths. Until the end of your turn, any time you damage a target with your natural weapons, you decrease their Armor by 1 and any Resistances they have are also decreased by 1.
Hungry Effect: While this Nightmare is active and you fail an attack roll, your Beast forces you try again, better this time. Every time you miss during your round, you gain a +2 bonus to your next attack roll and if that attack hits, you deal +2 damage. This bonus increases by +2 for every 4 ranks of Shadow you possess.
Fire can give warmth, light, and protection. But what happens when you remove all that? You're left with the hungry, angry black fire of Shadow that only brings ruin and ash. You call forth this black fire to torment your targets.
Normal Effect: With a gaze or gesture, you summon forth black fire to wreath your target. Spend 1 Terror as a single action and make a Shroud check against the Resolve defence of a target within 1 Range. You deal 1d6 fire damage and 1d6 void damage to the target, and 1d4 persistent fire damage. You deal an additional 1d6 fire and 1d6 void damage for every 2 ranks in Shroud you possess, as well as an additional 1d4 persistent fire damage.
This fire deals double damage to fiends, outsiders, warlocks and others touched by the forces of corruption and taint, as the black fire eagerly ignites the vile forces within these beings.
Hungry Effect: Your Beast knows well the kiss of fire. It reaches back to the countless monsters who met the ends to the flames of torches and bonfires, and spreads that fear to others. Any target you affect by Black Fire also gains 1d4 applications of Frightened. They gain 1 additional application of Frightened every round they take persistent fire damage from your Black Fire
Dragons still inspire terror in humans, even those who think them mere legends and fairy tales. You tap into the primal terror inspired by dragons to unleash ruin and destruction on your foes.
Normal Effect: You open your mouth, and breathe forth a gout of flame. Spend 1 Terror as a signle action to blast all foes in a Close-Range Cone with fire. Make a Shroud check against the targets' Dodge defence. If you hit, you deal 1d6 Fire damage. This damage increases by 1d6 for every 2 ranks in Shroud you possess.
Hungry Effect: Fire wells up uncontrollably from within. Your dragonfire range expands out 1 Range, and deals 2d6 fire damage, increasing by 1d6 for every 1 rank of Shroud you possess. Your dragonfire ignores fire resistance up to 1/2 your ranks in Shroud.
The world is on the brink of falling into ruin. If you know just where to push, just where to burn away those supports, you can cause the whole thing to crumble down around you.
Normal Effect: You invoke the forces of entropy, causing everything around you to fall into ruin. Spend 1 Terror as a single action and make a Shroud check against the Resolve of all creatures in Close range. Every creature that fails 2d6 void damage, while objects suffer 1d6 points of damage and lose 1 hardness. This damage increases by 1d6 for every 2 ranks in Shroud you possess.
Hungry Effect: Your Beast reaches out to consume not just the physical energy of the place, but also the metaphysical energy. You deal an additional 1d6 damage to the target's Anima Pool or Terror Pool.
They think they can break you, wear you down, erode you. They're wrong. You tap into your terror to burn away impurities.
Normal Effect: You can use this power to attempt to remove a condition affecting you. Spend 1 Terror as a reaction to deal 1d6 fire damage to yourself to gain a new save against any one condition affecting you. You can choose to roll this new save using Shroud instead of the typical saving throw. You cannot negate this damage, and it bypasses all forms of resistance. For every 1 additional Terror you spend, you can burn away one more condition.
Hungry Effect: You unleash your inner fire to wash over those around you. You can select a number of additional targets equal to 1/2 your ranks in Shroud. You make a Shroud check against the targets' Willpower to affect them. Allies can choose to fail the save and take the damage.
In emulation of Lagahoo, the Coffin Mage, you have calved off a shard of your soul and placed it into a reliquary, giving you the potential to use magic like a human.
Normal Benefit: You can take ranks in the Spellcraft Skill and use spellcasting actions as if you were a Nethermancer Mage. You can also buy ranks in any Sphere of magic aside from Blood, Charms, Healing, Illusion and Trickery.
As a Nethermancer, you cast spells from your Terror pool instead of your Anima pool.
Hungry Benefit: You can increase your effective ranks in a sphere up to 1/2 your ranks in Shroud. This benefit can only be used to Heighten the effect of spells you already know how to cast.
You have soulsteel woven into your being. This strange metal, found in the depths of the Netherworld, is said to be made out of crystalized fear. Regardless of its origins, whenever you let your Terror flow through it, it becomes as hard as adamantine.
Normal Benefit: As a single action, you can spend 1 Terror to add 1/2 your ranks in Shroud as a status bonus to your Armor for the next 1 Minute. In addition, while this nightmare is active your bones become impossible to break, and your limbs can withstand incredible punishment without being dislocated or severed. Your ability to lift or hold things are not affected by this nightmare.
Hungry Effect: Your skin toughens to stone as your Beast is drawn into your flesh, steeling you from mundane weaponry. While this Nightmare is active, you gain a Resistance equal to 1/4 your ranks in Shroud to Piercing, Bludgeoning and Slashing damage.
Anyone who carries a phone on them is just a set of digits away from anyone else in the world. Most people think of this as a technological blessing. You can remind them it's also a curse.
Effect: Pick a target you have physically met and interacted with. You can spend 1 Terror and touch a phone to connect to phone nearest to them. This ability works regardless of if the phone's off, or the battery's dead, or it's physically disconnected, or broken, or is just a child's toy or a prop. This ability may also connect to computers, tablets, smart appliances, or other devices set up to receive calls.
The call you make cannot be traced, and lasts until one of you hangs up. This call does not give you any information about your target's location, though you can hear ambient noise in the background.
Hungry Effect: By spending 1 full round concentrating on the target, you can spend 1 Terror to get a clear image of their surroundings: what they're doing, who they're with, and other pertinent information which may help you to pinpoint them.
Most people expect electronics to just work. But what happens when they don't? What happens when electronics start acting weird, spitting out error messages, and acting out in all sorts of unpredictable ways? You bring that modern nightmare to life.
Effect: Touch a computer or other item with an operating system and spend 1 Terror as a full round action to pour some of your ichor into the device and establish a supernatural bond with it. As long as you remain in contact with that device, you gain an idea of its content, and you can execute Computer Science checks through mental actions alone. You can also spend a Full Round Action to expand your awareness to a number of additional devices equal to 1/2 your ranks in Shroud, so long as these devices are all connected to the same network. If some of these devices are protected by an internal firewall, you have to Hack into them through Computer Science.
Ghost in the Machine lasts 1 minute. You can spend 1 Terror to increase the length of your control by 1 Minute.
Hungry Effect: You unleash your beast into the network, allowing to wreck havoc. By spending 1 Terror as a free action, you can cause your Beast to crash any single node in the network, such as a security camera, phone, or server. The device remains offline for the rest of the chapter, unable to be repaired, and the information on the device cannot be retrieved. Once the chapter is over, the lingering supernatural damage to the device fades, allowing it to be repaired, and any data retrieved, as per normal.
The contraptions that exist in nightmares are so much more fantastic than those the waking world is limited to. You can rip devices straight from nightmares, and power them with fear alone.
Effect: As a full-round action, you manifest a tool or device drawn from the darkest corners of humanity's dreams. This can be any tool whose Bulk is equal to 1/2 your ranks in Bulk or less. This nightmare tool is always subtly wrong or off in its appearance. It may be made of bone and flesh, or shaped in a way that defies conventional physics. However, despite its unnerving experience, it functions as a mundane tool of its type. If the tool requires a battery or other power source, it draws upon Terror to sustain itself, crackling with black lightning.
You can also use Infernal Machine to power up an already existing tool that you can touch. In that case, the Bulk is instead limited to your ranks in Shroud, instead of 1/2. If you attempt to power up or control an object, you must touch it and make a full-round action. If this object belongs to somone who is in close contact with it (such as a driver sitting in their car), make a Shroud check against their Resolve defence.
This Infernal Machine lasts 1 minute. You can spend 1 Terror to increase the length of the tool's manifestation by 1 Minute.
Hungry Effect: Your Beast infests your tool. It can function autonomously, scuttling around on legs or flickering about when it's not observed, so long as it remains in Close Range. You can direct the Infernal Machine to attack a foe. If you do so, it uses your Shadow skill to attack the target's Armor defence, and deals 2d6+Cha bludgeoning damage. This damage type might change, based on GM discretion.
The Infernal Machine is a construct with a bulk equal to its size, with 10 Wound Points per Bulk, a Hardness of 5, and a flat Defence score of 10+1/2 your ranks in Shroud across all its Defence categories.
Humans are just incredibly complex pieces of bio-mechanical technology. And any technology can be hacked. It's a short jump from taking control of an electronic security system to transforming an unwitting human into your own autonomous security drone.
Normal Effect: Spend 1 Terror as afull-round action to tune an electronic screen you're touching into the signals given off by a specific individual. You have to have interacted with this individual, and know general information about them, such as their name and location. Make a Shroud check against the target's Willpower. If you succeed, what your target sees begins to appear on the screen, and what your target hears plays from speakers (so long as the touched device has speakers).
You have no control over your target--if they're wearing earbuds, you're going to hear what's on their playlist and not the conversations going on around them. Furthermore, there is no interpretation of anything the target hears or experiences. If the target starts speaking in a language you don't understand, you don't suddenly understand what's happening. However, because their experiences are playing over an electronic device, anyone near you can serve as an interpreter or consultant.
You cannot activate any other powers through Panopticon. Panopticon lasts 1 Scene.
Hungry Effect: The Beast is less interested in watching, and more interested in action. While Panopticon is active, you may make commands of your target. Spend 1 Terror and make a Shroud check against the target's Willpower. If you succeed, you can make one simple command, such as "turn your head to look at that person," or "turn down the volume on your headphones so you can hear what those people are saying." The target will comply, and think the action was their own idea.
Dragons, rocs, kraken--humans have long feared things that are bigger than them. With this nightmare, you break the cube-square law wide open and assume truly monstrous proportions.
Normal Effect: You can draw shadows into yourself to increase your mass and size. Spend 1 Terror as a single action to increase your Size by an amount equal to 1/2 your ranks in Shroud for 1 Minute. While this nightmare is active, you also gain a bonus to Intimidation checks equal to 1/2 your ranks in Shroud.
Hungry Effect: A hungry giant is a sight to behold, inspiring terrible fear in all those around them. Creatures who are both Frightened and have a Size less than you suffer a penalty equal to 1/2 your ranks in Shroud to attack rolls made against you.
Poison is one of the most insidious weapons in a creature's arsenal, lingering on long after an encounter, and turning even small wounds into life-threatening dangers. From the sting of the wyvern to the breath of the hydra, countless monsters from legend have utilized the power of poison to fell their prey.
Normal Effect: On touch, you turn your target's blood to poison. You can spend 1 Terror as a single action to cause venom to drip from your claws and fangs. Until the start of your next round, when you land an unarmed attack against a target, you can make a Shroud check against their endurance. If you succeed, you deal an additional 1d6 poison damage, and 1d4 persistent poison damage. This damage increases by 1d6 initial damage and 1d4 persistent damage for every 2 ranks in Shroud you possess.
Hungry Effect: Your Beast's hunger makes your poison even more debilitating. You can apply 1 of the following conditions to a target suffering from your persistent poison damage: Clumsy, Drained, Enfeebled, Hopeless, Stupefied.
At the end of every hunt, there is a glorious frenzy of teeth and claws, blood and screams. You tap into humanity's fears of predators to help make your hunt a success.
Normal Effect: Terror enhances your natural weapons, empowering them to leave vicious wounds. By spending 1 Terror as a single action, you can add 1/2 your ranks in Shroud as a bonus to your damage rolls with unarmed attacks and natural weapons. If you land a critical hit, that bonus damage is also applied as persistent bleed damage.
Hungry Effect: You let your Beast to the surface, just for a second. When you activate this ability, you gain a bonus to your next attack roll equal to your ranks in Shroud. Those facing you in close combat get a clear vision of your Beast as you lash out at them.
Most creatures experience the world in different ways than humans. You expand your senses into new niches, helping you avoid dangers and locate prey that the clumsy senses of humans would fail to notice.
Normal Effect: By spending 1 Terror as a single action, you gain bestial senses for the remainder of the scene. You gain a bonus to Awareness equal to 1/2 your ranks in Shroud, and you avoid range penalties for Awareness checks for a number of Range increments equal to 1/4 your ranks in Shroud.
Hungry Effect: Your Beast fixates on a particular target. When you activate this nightmare, you mark one target you can see. For the remainder of the scene, you gain a bonus equal to your ranks in Shroud to track the target you have marked. If the scene ends and you have not yet confronted your mark, you can spend 1 additional Terror to carry this mark over to the next scene. So long as you remain Hungry, you can maintain your Mark indefinitely.
When most people talk about fear of wild places, it's the creatures of the wilds or natural dangers they often speak of. But plants have power, too. They are patient. They wait, watching, as their roots undermine our greatest achievements, brick by brick.
Normal Effect: You can communicate freely with any plant life you can touch. This is not a clear communication, as plants do not experience the world as animals do, but they can relay some basic information, such as the weather of a day, or what activities happened in their general vicinity.
You can also root yourself in place. By spending 1 Terror as a single action, you can lash yourself to the earth with vines and roots. You gain the Immobilized condition, and add 1/2 your Shroud bonus to your Endurance defence, including against Combat Manoeuvres. You can spend a single action to unroot yourself.
Hungry Effect: While rooted, you can command the plantlife around you, empowering it with your Beast's hunger.
The area within Close Range of you becomes difficult terrain, as thorny vines and gnarled roots burst from the ground. Once per round, you can spend 1 Terror as a single action to make a Shroud check against the Dodge defence of all creatures in the area. If you succeed, the target is Grappled and takes 2d6 points of piercing damage.