You have learned to manipulate shadows and provide them with the ability to grasp and tear, moving them as an extension of your own limbs.
Amalgam: Potence 2
Cost: One Rouse check
System: Spend your simple action, then make one Rouse check to extend and animate a natural shadow within your line of sight. Once per turn, you may spend your standard action to use the shadow to attack one character who is standing within four steps of the shadow’s location. You may only have one such appendage at a time.
The conglomeration has an attack and defensive pool equal to your Wits + Oblivion. It is capable of all combat maneuvers except staking. It may not use weapons. It has two health levels, but can only be harmed by bright light (taking aggravated damage as fire) and may benefit from the Potence powers Prowess, Staggering Strike, and Puissance if you know them. In order to successfully attack shadows manipulated by this power, a character must succeed in a Dexterity + Marksmanship attack to successfully ‘aim’ a source of bright light at it. Such attacks do one Aggravated Damage to the shadow. Alternatively, the shadow may be ‘struck’ with a Bane (Fire) weapon with a melee attack.
Your Arms of Ahriman is capable of performing simple actions, such as opening doors or pulling levers. It cannot be used to do tasks that require fine manipulation or greater intelligence. As it is a shadow, the appendage must move across a surface to reach its target. It cannot “leap” or materialize into thin air.
Duration: One scene or until destroyed or ended