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Shade
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
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.
Being in the presence of these shades comes with an ill feeling. 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. 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. 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.
Aspect
Gain +1 + TT on Balance rolls.
Boost: Gain +1 + TT on defense against Hinder Movement.
Talent
Attack in a Burst 1 + TT to deal 1 + TT/2 Emotional damage. The emotion is fear of you.
Boost: Req: Trained 4 Times - On success, also cause Tier 1 Encumbered until they are no longer afraid.
Aspect
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by TT/2.
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.
Trick - Illusion
Onlookers treat light as 1 + TT/3 Tiers lower for seeing you.
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.
Aspect
Gain +1 + TT/2 on Social Knowledge rolls.
Boost: Gain +1 + TT/3 on Influence rolls while making a threat or bribe.
Trick - Illusion
Become Invisible with Dispel Defense 6 + TT. If you use an action, this effect ends.
Boost: The first 1 + TT/2 actions you use do not end this effect.
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