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« on: January 11, 2013, 07:11:15 AM »
greetings, all... I've got a player looking to play a shadow caster (but not a mage), so I compiled all of the shadow based powers I could find here into one suite of powers.
I'd love any feedback/criticism, as I'm planning on rolling these out in the next few weeks.
Thanks...
Shadow Mastery [-2]
Description
You can cause your shadow, and the shadows around you, to behave in unnatural and bizarre ways. This allows you to make world-class shadow puppets, and wrap yourself in a mantle of twisting, grasping darkness, ultimately becoming a master of the shadows themselves…
As your power over the shadows grows, they become ever more tangible, eventually nearing the solidity of the objects that spawned them. As your mastery progresses, the shadows may become deep enough to open gateways into the Nevernever, or even approach a life of their own…
Musts: the Character must have a High Concept involving Shadow or Darkness
Options: The base ability costs 2 Refresh and has multiple upgrades.
Skills Affected: Conviction, Discipline, Fists, Might, Stealth
Effects:
Shadow Call
You can increase and deepen shadows within a zone. You may add the sticky aspect Deep, Dark Shadows to any scene with appropriate aspects already present.
Veil of Shadow
Increase stealth by +2 when in shadow.
Shadow Play
You may use your Discipline skill to control your shadow, as well as other any other shadows within a zone, allowing you to perform maneuvers and create blocks against Perception.
Shadow Vision
Your Perception rolls are not penalized by darkness.
Hand of Shadow
Your Shadow becomes tangible, allowing you to manipulate objects or make attacks. This functions with a range of 1 zone, as Weapon 0 attacks.
Your Shadow’s attack roll is based on either Discipline or Fists, and its Might is based on Conviction. It can be used for anything that a normal limb could be used for, including Grappling.
Attacks made to ambush your enemies use your Stealth roll, modified by Veil of Shadow (+2).
If you possess Inhuman Strength, Claws, or similar Stunts or Powers, your shadow gains those benefits as well.
Note: Your Shadow tends to move independently of your body from time to time, in a generally noticeable fashion.
Upgrades replace the required power, ‘refunding’ the cost for that power, up to +1. For example: when upgrading from Deep Shadow to Deepest Shadow, the -1 refresh for Deep Shadow is refunded, allowing you to purchase an additional -1 refresh of powers, if desired. When upgrading from Deepest Shadows to Grasping Shadows, +1 refresh is refunded, allowing you to purchase an additional -1 of powers, if desired. Each level must be purchased independently prior to any refunds being allocated.
Upgrades
Deep Shadows [-1]
Increase the Weapon Rating of attacks made with your shadow by +1, as well as your Veil of Shadow by +2. This power may be taken multiple times, and stacks.
Note that each level of this power increases the independent motion of your Shadow.
Deepest Shadow [-1]
Requires Deep Shadows. Your shadow is capable of growing much larger than it should. Add +1 (stacks) to your Shadow’s weapon rating, and it can make a spray attack (at -2).
Grasping Shadows [-2]
Requires Deepest Shadows You can manipulate additional shadows within a zone, attacking or manipulating multiple targets.
Skills Affected: Fists, Weapons, Guns, others.
Effects
Multiple Targets You may make spray attacks with your shadow, with a range of one zone.
Mix and Match You may use multiple different actions in a single spray attack. Use the lowest applicable skill. You may also make attack-like (offensive, not navel-gazing) maneuvers and blocks as part of a spray attack. In order to grapple as part of a spray attack, you must invoke an Aspect for each character grappled.
Flurry Of Shadows You may direct multiple attacks (or maneuvers, or blocks) within a single spray at one character.
Coordinated Shadows For each purchase of this trapping, add 1 shift to each attack, block, or maneuver within spray attacks that you make with your shadow. This cannot increase the number of shifts for any action beyond the number of shifts that you had to split up between actions in the first place. This trapping may be purchased up to twice.
Long Shadows [-1]
Your shadow’s reach grows even larger. You can manipulate your shadow to stretch beyond its’ normal reach, allowing you to make attacks within a range of up two zones.
Darkest Shadow [-1]
Requires Deepest Shadow Your shadows have become so dense and impenetrable that even those creatures that make their home in the darkness are incapable of seeing past them. You may use your Shadow Mastery to create a defensive block opposed by alertness, at +2. Add +1 (stacks) to your Shadow’s weapon rating, and +2 (stacks) to stealth when in shadow/darkness.
Shadow Step [-1]
You can travel from shadow to shadow within one zone. This requires no roll, but in order to escape into the shadows while being attacked use Athletics. When emerging from the shadows, roll Stealth against any nearby enemies' Alertness. If you succeed, you gain a relevant aspect. If not running away, you may then make an Attack as a supplemental action. (Yes, you can warp into an enemy's shadow or from your own). This power is limited to Line of Sight.
Shadow Walk [-1]
Requires Shadow Step. As World Walker, but only to and from the Realm of Shadow (GM’s discretion on where this may lead, but almost everything casts a shadow... )This also increases the range of Shadow Step, allowing direct travel from Shadow to Shadow through multiple Zones, not subject to LOS, but subject to GM discretion.
Shadow Sense This allows you to sense places where the fabric of reality is weak, and the Realm of Shadow comes closest. You may use Investigation or Lore to locate such places. Subject to GM approval, you may add +1 to any Shadow based aspects in the area.
Shadow Rift You are able to tear a hole between this world and the Realm of Shadow, allowing people and things to pass into or out of this area of the Nevernever. This rift will only stay open for a few seconds, and requires the aspect Deep, Dark Shadows be placed on the scene. You may only do this once per scene (or per hour, if more appropriate).
Shadow Lore Allows +2 to Investigate, Survival ,or Lore checks while in the Realm of Shadow
Shadow Bite [-1]
Requires Deep Shadows. By attacking your opponents’ shadow directly, your shadow attacks bypass all armor or armor type powers. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.
Shadow Rend [-2]
Requires Deep Shadows. By attacking the opponents’ shadow directly, your shadow attacks bypass any Toughness powers, as though the attack fulfilled the ‘Catch’ on your opponent’s Toughness. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.
Shadow Bleed [-1]
Requires Shadow Rend. By attacking the opponent’s shadow directly, your shadow attacks add a poison effect, as your opponent’s shadow is torn apart, bleeding away into the darkness.
You may use any of your shadow attacks to perform a special maneuver in addition to the attack. This maneuver may only inflict one specific Aspect: Bleeding Shadow. You may not tag that Aspect, but during your turn in each exchange after the one you performed the special maneuver, each character with that Aspect suffers a weapon 0 physical attack against Endurance with an accuracy equal to the roll you created the Aspect with. You may perform this special maneuver against every character subject to your shadow’s attack. Outside of a conflict, the effects of these maneuvers are adjudicated by the GM. As a general rule, they quickly lead to the subject being Taken Out. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless the damage inflicted allows you dictate a more extreme consequence.
Shadow Feed [-1]
Requires Shadow Rend. Once per scene, if you inflict enough stress and consequences to Take Out an opponent by damaging their Shadow, you may absorb their shadow into your own. This allows you to ‘feed’ on their shadow, absorbing enough dark energy to take an immediate ‘free’ recovery period equal to an extra scene. This will clear your Stress Track and mild physical consequences, and possibly larger consequences if you have an ability that lets heal quickly. Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence. Subject to GM discretion, there may occasionally be other effects, such as flashes of memory transfer, emotional crossover, etc… as a person’s Shadow is akin to their soul.
Shadow Rip [-1]
Requires Shadow Rend. When an opponent is Taken Out due to damage to their Shadow, you may tear that Shadow loose, freeing it from their body, and creating a Spectre-like creature (with the skills and powers of the original) under your control.
Use the Spectre as a base for the Shadow, but add any Powers/Skills of the original. Note: the Shadow suffers a penalty of -1 to all skill/power rolls.
The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the shadows from whence it came.
Anyone Taken Out in this matter will fall into a coma until the following sunrise, when their shadow will reform… unless you dictate a more extreme consequence.
The Shadow Knows [-1]
Requires Long Shadows. You are able to extend your Shadow up to 3 zones, effectively extending your Awareness/Reach. Your Shadow receives all the benefits of Shadow Mastery, as well as any other Shadow Powers you might have, and can ignore most boundaries, subject to GM discretion.
Shadow Sight [-1]
Similar to the The Sight, this allows you to peer through the Realm of Shadow, perceiving not so much the supernatural world, but the shadows it casts upon the natural world.
Shadow Senses Your attunement to Shadow has heightened your arcane senses, allowing you to use Lore as if it were an Arcane Investigation skill, at -1 (unless the Aspects of Shadows, Darkness or the like are directly involved in the Scene, in which case at the roll is at +1).
Shadow Touch When your Shadow touches the shadow of another being who has supernatural potential, the GM may ask you to roll Lore to become aware of the shadow that their true nature casts, indicating that they are something other than mundanely mortal. Even on a failed roll, you may experience some sort of sense that something is ‘off’ with their shadow, without being able to pin it down.
Shadow Gaze You have the ability to access another’s Shadow directly, but only the first time that your shadows touch for more than a moment (GM’s discretion), and only if the owner of the shadow actually has a mortal soul. You have some measure of control over this power, unless the two of you, or your shadows, are involved in some kind if close physical contact.
Effects: You and the recipient are subject to the use and effects of a Soul Gaze.
Shadow Sight You may use Shadow Sight to open your Third Eye, but through the filter of the Realm of Shadow. This is similar to the The Sight, but instead of seeing the true nature of the world around you, you experience the Shadows cast by things as they truly are. This power is completely subject to the GM’s discretion.
Shadow Wraith [-2]
Requires The Shadow Knows. Once per night, you are able to release the greater portion of your Shadow to act independently. This creates a Shadow (use the Spectre as a base template, add all of you Skills/Powers) that is completely under your command. You may actively extend your awareness through your Shadow, speak through it, etc… as per The Shadow Knows, otherwise the Shadow acts independently. The Shadow will be viable for 1-3 scenes, or until the next sunrise, subject to GM discretion, whereupon it will fade back into the lesser shadows from whence it came. All of your Shadow based powers will be at -1 until your Shadow returns to its’ proper place.