When you join the cult of an Imperial Muse, you swear a vow.
As a Paladin of the Shroud, pick one vow from below:
I will never tell the complete truth.
I will never knowingly reveal a secret.
I will never betray a friend.
You should roleplay this vow accordingly.
This vow allows you to use Might to perform the Acts below.
If you ever feel as though you have violated your vow, let the GM know:
You will lose all your Might for the adventure.
Acts
Shroud from Sight
Light bends around you leaving your form invisible.
You may call DISAPPEARING.
As long you move slowly are little more than a shimmer in the air.
Call APPEARING if you move quickly or make a call when in this form.
Secrets hidden from self
You may hide knowledge deep within your mind such that even you do not remember it.
This knowledge is then inaccessible to everyone - even you - until you perform this act again to retrieve it or a condition you specify is met.
You may choose whether you remember having forgotten or not.
Mute the signs of distinctive form
For the rest of the encounter your features are oddly blurry and indistinct.
No one will be able to accurately describe you afterwards.
Harmless visage
You are good at looking harmless and unobtrusive.
Provided you are not doing anything extravagant you may call IGNORE ME at anyone who approaches.
They will find something more interesting to do.
Note that this only works in public places.
In private areas even being there is calling attention to yourself.
Silent Death
You may call BACKSTAB 20 on your next blow.
Domain of Shadow
You may call DOMAIN OF SHADOWS on your next melee blow.
You and the target vanish from the encounter for the next 30 seconds.
If they die during this time their body never returns.
Your target has to be caught unaware for this call to work, otherwise they take a SINGLE instead.
Steal the Face
You can steal the face of an unconscious or sleeping person.
Their face is left a blank mask.
With another use of this act you may don the face.
With another use of this act you may restore your original face.
The stolen face is subsequently destroyed when overwritten in this way.
Steal the vitality
You may steal the very life from your foes.
Call HEAL X on yourself, where X is the DAMAGE you deal on your next blow.
Whirling disguise trick
You may instantaneously apply a new disguise by spinning in a circle.
The quality of the disguise depends on your normal disguise skill.
Path of Shadow
Your body temporarily dissolves into formless shadow.
Whilst in this form you may not call damage but take all damage as HALF.
You may also slip through any gap through which light can pass.
Liars tongue
You may use this reactively to call RESIST to any effect which is attempting to get you to reveal secrets.
Blade of shadow
You manifest a shadowy weapon in your hand which lasts for the encounter.
This counts as a standard version of any weapon you can use.
Touch of unlocking
Any lock which you could open given time you may do so instantly just by touching it.
Shadow Safe
By touching an item of weapon size or smaller you may hide it within your shadow.
You may then retrieve it again with a further use of this act.
Playing dead
You may sequester part of your life away for safe keeping.
When using this ability choose how many body hits you are sequestering away, your current and maximum body hits drop by this amount.
You may choose to restore these body hits at any time (so long as you have not bled to death).
This can be used to trick an enemy into believing you are near-death, but is usually used as a safety-net against bleeding to death.
Skills
Flanker
You are skilled at stealthily ranging ahead of the party and getting into prime positions.
Any time a combat starts that is in terrain for which you have the survivalist skill and is not a sudden surprise to your party, you may choose to begin the encounter in cover away from the main party.
Monsters will usually not notice you until you move or take an offensive action.
Ambusher
You are always ready to surprise your foes.
You can always use the flanking ability in terrain for which you have the survivalist skill, even when the party is caught by surprise.
Disguise
You are adept at putting together a disguise to cover your looks.
Larceny
You have basic criminal talents.
You can pick simple locks and are capable of sneaking past people who are not paying attention such as bystanders of sleeping guards.
Legerdemain
You are skilled at trickery and slight of hand.
You may attempt to pickpocket someone after spending 5s roleplaying doing so without being noticed.
You are adept at hiding items about your person and in general can sneak objects up to the size of a dagger past searches.
Edificier
You are a skilled climber.
The effects of this are at GM discretion, but it’s very useful for breaking and entering.
Guide
As long as you have a Survivalist skill sufficient to cover the terrain you’re travelling in, the whole party gains a DODGE.
For you, this is in addition to the one you get from Survivalist.
Streetwise
You are at home in the city.
You may track people through city environments.
You may ask the GM for useful information on local threats.
You gain a DODGE in this environment.
A thousand faces
You have a large number of convincing disguises, and fabricated evidence to support who you are claiming to be at any time. You can put together a new disguise of this quality with a few hours work in any settlement.
This lets you look like someone else but not a specific someone else unless the people you are attempting to fool know them only by reputation.
Shroud's Embrace
Once per adventure you may extend yourself further than normal accomplishing a mighty feat within purview.
For example you could make it so that nothing that happens in the encounter will be noticed by those outside.
Commend to shadow
Whenever you execute someone you may choose to have their body disintegrate along with their belongings.
There is still a very faint residue left behind which the skilled or paranoid might be able to detect.
Cipher
You have been trained in ciphers by your order.
You can recognise and understand most common ciphers and have the ability to devise your own or attempt to decrypt more esoteric ones.
You also gain the ability to make convincing forgeries of documents.
Master of Shadows
Your criminal talents have improved.
You can now pick complicated locks such as those on safes.
You also have a fair chance at avoiding the attention of even alert guards.
Icon
You have made an icon to the Muse you follow.
Twice per adventure you may use this to attempt to divine the Muse's opinion on a matter.
The responses, if they arrive are generally cryptic.
Icons are hard to lose or break.
If either occurs, they will likely find there way back to the paladin, restored, after a couple of encounters.
For paladins of the Shroud the icon is most often an item of clothing.
This counts as instilled light armour with the following qualities: unobtrusive, durable, durable.
Icon Atunement
Your Icon gains the ability to transform, changing its colour or shape at will.
Echoes of Self
For one encounter per adventure your icon comes alive whipping around you and foiling the blades of your foes.
Once every 10 seconds you may call WOUND against a limb someone has just struck you with.
shroud.1505864035.txt.gz · Last modified: 2017/09/19 23:33 by gm_matthew