^
Rising Legends: Shade
Shade
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to Necrotic and +1 damage with Necrotic effects.
Darksight: You can see in Tier 0 light as if it is Tier 4.
Necrotic Body: Gain 6 Necrotic Reduction. Can be affected as if Undead. Gain +2 on defense against Diseases of the Body. Vulnerable to Radiant.
Necrotic Attuned: Reduce your DL to use Necrotic abilities and attacks made by those abilities by 2.
Movement Types: Primary - Land / Secondary - Swim
Language: Demonic
SizeHeightWeightAdventure AgeOld AgeSage Age
-1 3'6" - 4'4"30 - 45 pounds15 years75 years300 years
Ominous. Cynical. Shifty. Born of shadow and distant kin to death. Shades embody necrotic magic and nightmares.
History
Within the noble towers and elegant halls of the Elves hid Nefarious souls. Elves who responded to the soulcrafting ritual with the creation of the Shade. To counter the conquest at the hands of Humans, and their adversaries within the Elven leadership, the first generation of Shade were used to spy and assassinate. The discovery of their species took far longer than their kin among the magic born. It took careful planning to capture one who attempted assassination of a Human leader to prove their existence definitively.
Most Elves to this day deny being the creators of the Shade, and probably believe that themselves. Shade were despised and feared by the other species after their eventual discovery. And their reputation has gotten little better since.
Culture
Shade are a naturally cautious and suspicious people. Most eschew authority, valuing freedom and independence. The ends justify the means to most Shade. These views bolster the common opinion that Shade are universally evil. Even the rare Shade who joins a guard force, monastery, or hospital live under constant suspicion.
Physicality
A thin veil of smoke envelopes the dark skin of the Shades. This smoke faintly trails behind their limbs when they move. Their eyes are a solid blood red. Their skin seems to soak up light, while their eyes reflect it, giving them an eerie appearance while in darkness. If one manages to see them at all.
Physical Heritage
Shade blood causes blood red eyes, faded opacity to the skin, or faint smoke that trails behind limbs.
"Your kind rob us with your taxes and kill any who speak against you, yet I'm the criminal?"
-Whendelmere, the Shade crime lord, to a blackmailed guard
Root Abilities - If Shade is your Primary Species, you may learn 1 of these during character creation by assigning AP.
NaturalistNecroticDecay
Trick - Elemental
1 Resolve: Attack with Endure in a Burst 1 to deal 1 Mystical Necrotic damage to Grit. If this effect causes Injury, heal 1 Grit.
Defense Nature
Being in the presence of these shades comes with an ill feeling.
Body
Form
Gain Immunity to Trauma and Devastating. Healing from a Radiant effect instead causes you an equal amount of Grit Injury.
This variant has an even greater attunement with necrotic energy. They have a semi-substantial body made partially from shadow.
ShadowUmbral
Response
1 Resolve: When a non-Radiant physical attack would succeed against you, roll Elude to Phase during the attack, DL 9.
Parts of this variant's body seem to fade from physical to incorporeal shadow.
 AthleteBody
Aspect
While Unconscious, you can still use actions, move, and use Awareness with vision and thermal.
This variant is hard to distinguish from the base form. They have skin that is speckled with white spots, although this is hard to see through their shadow veil.
Species Abilities - If Shade is your Primary or Secondary Species, you may learn these by assigning AP.
AthleteMobile
Aspect
Gain +1 + TT on Balance rolls.
Boost: Gain +1 + TT on defense against Hinder Movement.
Despair
Talent
Attack in a Burst 1 + TT to deal 1 + TT/2 Emotional damage. The emotion is fear of you.
Defense Poise
Boost: Req: Trained 4 Times - On success, also cause Tier 1 Encumbered until they are no longer afraid.
ShadowBody
Aspect
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by TT/2.
Shadow
Aspect
Gain +1 + TT on Stealth rolls.
Boost: Req: Trained 2 Times - Your maximum benefit from Stealth is determined as if Concealment you are benefiting from is 1 Tier higher.
ShadowBodyMobile
Talent
Phase.
Duration 3 + TT rounds
Boost: You can use a Trick to stop or resume Phasing.
ShadowNecroticSpace
Trick - Illusion
Onlookers treat light as 1 + TT/3 Tiers lower for seeing you.
Duration 1 minute
Boost: Req: Trained 2 Times - 1 Resolve: Warp to target space in 3 + TT range and in an area of Tier 2 or lower light.
ShadowMind
Aspect
Gain +1 + TT/2 on Social Knowledge rolls.
Boost: Gain +1 + TT/3 on Influence rolls while making a threat or bribe.
Shadow
Trick - Illusion
Become Invisible with Dispel Defense 6 + TT. If you use an action, this effect ends.
Duration 3 + TT - prior successes rounds
Boost: The first 1 + TT/2 actions you use do not end this effect.





© 2026 - Grinning Demon Games. All rights reserved.