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shroud

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Shroud

Class Feature: Initiate's Vow

  • 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