Guides: Shadows

You are surrounded by an invisible web of shadows, lies and secrets. Each pull of a string reverberates through the web, waking the predators. You have to be very careful.

Character Creation

When you create a character with this Guide take the features on this page. Then choose a Boon from the following page.

ProwessIntellect +1
DefenseReflex Defense +1
Skills: +1Stealth: Move about unnoticed and hide.
Cunning Weaponry: Wield weapons with the Cunning tag.
Reflex Defense: Resist strikes and external physical threats.
+1 to one Skill
1.Athletics: Overcome physical Obstacles. Run, climb, swim, throw and play physical games.
2.Thievery: Pick pockets, open locks and perform sleight of hand.
3.Notice: Find hidden threats and detect minute details.
4.Study: Deduce from found evidence, learn and recall knowledge.
Coin1D6 Coin
Supplies1D4 Rations
Choose one weapon
1.Knife: 1D6, Common, Cunning, Thrown, Intimate, Discreet, Precise.
2.Blade: 1D8, Common, Cunning, Intimate, Discreet, Precise.
3.Hand Crossbow: 1D8, Cunning, Missile, Slow
12 Bolts.
4.Garrote: 1D10+1, Cunning, Discreet, Two-handed, Only usable from surprise or grapple.
Choose one tool
1.Burglars’ Tools: Open locks, disable traps.
2.Grappling hook and Rope.
3.Caltrops: Deal 1D6 physical damage and obstructs movement in Close area.
4.Viper venom: Internal Vigor Hazard dealing 1D6 physical damage. Duration: 3.

Boons

Killers Instinct: When you make a Surprise Attack Degree of a succesful Test is increased by +1 and you ignore one Resistance.

Watchers Instinct: When you stalk a person or scout a location to gain information Degree of a successful Test is increased by +1.

Thieves Instinct: When you pilfer goods, pick pockets or perform sleight of hand Degree of a successful Test is increased by +1.

Curses

Vampirism: You were bitten. Since then sun has hurt your eyes and a thirst chokes your throat.
You have one vampiric Gift for each Guide this Curse is marked into. [Stir] to use the Gift.
– Vampiric Bite: Bite as a part of a melee attack dealing 2D6 damage. Recover Hit-points by damage dealt. This recovery can heal a Wound.
– Hypnosis: Make a Presence attack against beings Will. On success they take no actions until the effect is broken. If they have to Defend they do it with Disadvantage and the effect is broken.
– Wallwalker: You can move your Pace crawling on walls and ceilings. Effect lasts until significant time passes.

Gifts

Dark Familiarity: Darkness does not Disadvantage your actions within Reach.

Deceptive: [Exhaust] to gain an Advantage on Tests to lie and give false information.

Quick Hands: [Exhaust] to use an item, perform sleight of hand, ignore Slow quality on a weapon or operate devices as a part of another action. Test separately if necessary.

One with the Shadows: Choose one Shadows Boon. You gain it as a Gift and can use its effect without the Guide.

Poisoner: Your poisons have your Intellect duration. Die based effects of your poisons are increased by +1 die.

Puppeteer: When you gain new information on a being you gain an Advantage that can be used in a Test against them. You can hold up to your Intellect Advantages gained this way.

Shadow: [Exhaust] to gain an Advantage on stealth.

Unseen Strike: Increase damage of a Surprise Attacks by +1 die.

Unassuming: Until you attack you can use stealth with Presence even under direct scrutiny.

Thief: [Exhaust] to gain an Advantage on Tests for picking pockets, opening locks or disabling traps.

Scroll to Top