Érebos (Sunaj Shadow Mage)

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Érebos (Sunaj Shadow Mage)

Postby Érebos » Sun Oct 14, 2018 5:23 am

Player Name: Ryan
G-Mail: ryanlee72@gmail.com

Note - anything highlighted in ORANGE was modified or purchased via EP

Character Name: Érebos (birth name Melakratos Anathasios)
Alias: Often uses the alias "Nicodemus Obelius" as his identity when he does not want his real name known. Goes by the code name "Shroud" as well, when secrecy is paramount for missions.
Race: True Atlantean, Aerihman
O.C.C.: Sunaj Shadow Mage (presents himself as a spellcaster of an extremely rare and lost tradition)
Alignment: Aberrant
XP Level: 4
XP Points: 18,625 (Updated 10/07/2019 by RT)
Next Level @ XP: 21,201
Sentiments/Non-Humans: Has no quarrel with non-humans per se, provided they are not vampires - which he tends to destroy on sight (unless the odds are hopelessly against him). Despises the Splugorth and their minions as well, but necessarily keeps his anti-Splugorth sentiments in check when acting as Sunaj. Suspicious of Prometheans.
Sentiments/Atlantis: Reclaiming Atlantis for the Aerihman and other True Atlantean clans is an overriding motivation that guides almost everything he does, as it is for all Sunaj. Wants True Atlanteans to rise to their full potential.
Sentiments: Splugorth: The old proverb, "Keep your friends close, and your enemies closer" applies. He is keenly aware that there are times one can do more damage to one's enemies from the inside.
Disposition: Quietly confident in his own abilities. Is secretive, cautious, and distrusting of others. Often plays his cards close to his chest - a notable exception being his feelings on Atlantis and vampires. Absolutely ruthless to his enemies. Never suffers vampires to exist, and subverts the Splugorth and their minions when opportunities present themselves. Is a "True Atlantean supremacist" of sorts (like all Aerihman), but mostly keeps it to himself. After True Atlanteans, likes humans nearly as much. 100% loyal to the Sunaj cause, though his "double life" as a member is kept hidden. To the vast majority of beings he meets, Érebos presents himself as a sorcerer dedicated to a lost tradition and leaves it at that, only performing his Sunaj activities away from prying eyes.
Insanity: None.

ATTRIBUTES
I.Q.: 21
M.E.: 24
M.A.: 17
P.S.: 27 (Augmented)
P.P.: 25
P.E.: 25
P.B.: 14
Speed: 31 ( runs at 620 yards per minute, 155 yards per melee round, 23mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing)

PHYSICAL DATA
P.P.E.: 204 (can hold up to 3x this amount for up to 25 minutes before it begins to dissipate)
H.P.: 39
S.D.C.: 91

Age: 46
Sex: Male
Height: 6'2" (rather short by True Atlantean standards)
Weight: 220 pounds (all muscle)
Description:A very ripped and muscular, yet well-proportioned man who appears to be in his early 20s. Érebos' dark green eyes gleam with intelligence. He looks to be in the physical prime of his life, and always wears dark clothing that tends to cover his extremities. He never wears the signature Sunaj combat armor that the Sunaj Assassins are famous for, but often wears black body armor with a hooded cloak, and sometimes a helmet or mask when he wants to conceal his identity (which is always, when performing under the auspices of a Sunaj mission).

Racial Abilities
  • Horror Factor of 12: Monsters fear all Atlanteans, and humans tend to be awestruck when they realize they stand with or against a True Atlantean.
  • Marks of Heritage (magic tattoos): All True Atlanteans, from ditch diggers to the elite Undead Slayers, bear the Marks of Heritage - a pair of magic tattoos (protection from vampires and a flaming sword) given to them at a young age.
  • Increased Life Span & Healing: Life span 10-15 times longer than humans, heals 2d6+10 HP/S.D.C/M.D.C. per 24 hour period of normal rest and recovery, and 1d6 per hour of meditation at a ley line or nexus point (but see Special Abilities below).
  • Ley Line Phasing: All Atlanteans are taught how to Ley Line Phase. This is exactly like the Ley Line Walker's ability. It takes a full melee round to Ley Line Phase and cannot be used during battle.
  • Operate Dimensional Pyramids: All True Atlanteans of teenage years and above know how to operate the Stone Pyramids created by Atlantean Stone Masters and the Minions of the Splugorth for the purpose of healing, communication, and teleportation (dimensional or otherwise). 25% + 5% per level of experience.
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • P.P.E. Recovery: 10 points per hour of rest or sleep, 15 per hour of meditation (but see Special Abilities, below)
Impervious to Shape-Changing/Metamorphosis
True Atlanteans altered their genetic structure in such a way as to prevent themselves from being physically transformed by any means, including (but not limited to) metamorphosis potions and spells, magic rituals, vampire transformation, petrification growth or reduction magic, or via Bio-Wizardry, microbes, parasites and symbiotic organisms, or any other form of magic or supernatural transformation including curses, wishes or other forms of enchantment. Atlanteans may still be scarred and disfigured. Consider this an automatic save against transformative magics and effects. Healing, restorative and resurrection magic works because it repairs the original body, rather than making it something non-Atlantean.

Sense Rifts and Ley Lines
As dimensional travelers for thousands of years, True Atlanteans are able to sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. They can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Natural Abilities
Perception Bonus: 59%
Perception Modifiers
+10% in darkness or shadow, and +5% when pertaining to hiding, escape, Shadow Magic, Shadow beings, vampires and the undead (recognizing clues to their presence, servants, victims, etc.).
+15% to recognize the arcane.
-10% to perception rolls while directly in bright artificial light (>300 watts) or sunlight.
Perception has a base skill rating of 15%, adding 3% per level each additional level of experience beyond first level.
Perception does not replace the Detect Concealment or Detect Ambush skills, nor does it replace Read Sensory Equipment or Optics Systems for use with technological sensors to perceive.
Like Detect Ambush, Detect Concealment, and other skills, Perception is an opposed skill check.
As with all % skill checks, a natural roll of 96-00 is a critical fail and a natural roll of 01-05 is a critical success.

Charm/Impress: 20%
Invoke Trust/Intimidate: 45%
Max. Encumbrance: 132 pounds
Max. Carrying Weight: 540 pounds
Max. Lifting Weight: 1080 pounds (up to 75 seconds)
Max. Jumping Ability: 33 feet length, 14.5 feet height

Special Abilities
  • Magic Tattoos Denote Heritage: On his right wrist, a heart impaled by a wooden stake (protection from vampires) magic tattoo. On his left wrist, a longsword enveloped in black flames with a silver cross for the hilt (weapon covered in flames). The cross is an elaborate tattoo in silver and black with the words "Iuguolo Mortuuson" (roughly "kill all the dead") inscribed on the horizontal section of the cross. This tattoo design originated during the Vampire Crusades of antiquity, in which the Aerihman clan played a crucial role (even creating the first of the famous Undead Slayer tattooed warriors). On the palm of his left hand is a tattoo consisting of two superimposed stars (explosion), which he rarely reveals to anyone (only other Sunaj will know what this tattoo means).
  • Drawing Environmental P.P.E.The Sunaj Shadow Mage can draw P.P.E. from ley lines and nexus points, up to 20 P.P.E. per round for a magic tattoo or to cast a spell or power/use a magic device.
  • Increased P.P.E. Recovery: The Shadow Mage replenishes P.P.E. at the rate of 20 per hour of meditation, rest, or sleep, when done within a shadow larger than the mage or in a completely dark area. In bright artificial light, overcast sunlight, or bright sunlight, the Shadow Mage only recovers 5 P.P.E. per hour. Darkness is always a welcomed friend.
  • Mastery of Shadow Magic: Nobody knows Shadow Magic better than the Shadow Mage (other than the Shadow Lords). Their affinity for shadows and darkness means they can cast ALL Shadow Magic spells at half the listed P.P.E. cost (rounded up), and the normal duration is doubled! The reduced cost of these Shadow Magic spells is already shown in the spell list below.
  • Learning New Spells: For each new level of experience, the Shadow Mage learns two additional Shadow Magic spells from levels 1-6, or one standard Invocation equal to his level or lower. At level 7 and above, he can select two new Shadow Magic spells from any level (1-15), or one standard Invocation from a level equal to or lower than his own. From time to time, the Shadow Mage may be taught one additional Shadow Magic or standard Invocation spell as a reward for outstanding service to the Sunaj, the Aerihman clan, or one of its leaders.
  • Spell Strength: + 1 to Spell Strength at levels 3, 7, 11 and 15. -2 Spell Strength when casting in bright artificial light or sunlight (but not while in a shadow). When under the influence of a ley line, spell range and duration increase by 50%, and at a nexus, 100% (doubled).
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • O.C.C Bonuses:+1 to save vs. all types of magic at levels 5, 10, and 15
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells. Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 2 - roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).

Spell Knowledge
Spell Strength: 13
Spellcraft & Magic Rules
Notes: -2 Spell Strength when cast in areas of bright artificial light (>300 watts) or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half.
Spells marked in this color are Shadow Magic, and subject to the Mastery of Shadow Magic special ability. Other spells are standard Invocations, unless otherwise specified. Also see following posts for spell descriptions and notes on Shadow Magic, Shadow beings, and how light affects them.

    Level 1
  • Animate Shadow (3)
  • Lengthen Shadows (2)
  • Shadowcast (3)
  • Shadow Mask (2)

    Level 2
  • Aura of Darkness (3)
  • Befuddle (6)
  • Extinguish Fire (4)
  • Ominous Shadow (3)
  • Shadow Vision (4)
  • Shadow Walk (3)
  • Vacuum Speak (6) - Space Magic
  • Whispered Voice (Communication) (3)


    Level 3
  • Impervious to Fire (5)
  • Invisibility: Simple (6)
  • Shadow Bolt (3)
  • Shadow Displacement (4)
  • Shadow Globe (5)
  • Shadow Skin (4)
  • Space Swim (7) - Space Magic

    Level 4
  • Energy Field (10)
  • Impervious to Vacuum(10) - Space Magic
  • Repel Animals (7)
  • Seal (7)
  • Shade Armor (5)
  • Shadow Meld (5)
  • Shadowsight (7)
  • Wall of Darkness (8)

    Level 5
  • Domination (10)
  • Energy Disruption (12)
  • Escape (8)
  • Shadow Senses (8)
  • Shadow Shift (8)
  • Superhuman Strength (10)
  • Superhuman Speed (10)
  • Wall of Shades (10)

    Level 6
  • Frequency Jamming (15)
  • Circle of Shadows (10)
  • Manipulate Shadows (10)
  • Shadowfire (10)
  • Targeted Deflection (15)
  • Words of Truth (15)

    Level 7
  • Ethereal in Shadow (13)
  • Fly as the Eagle (25)
  • Shadow Pool (Trap) (15)
  • Shadow Puppet (Twin) (12)

    Level 8
  • Force Bonds (25)
  • Shadesword (11)
  • Shadow Clone (15)
  • Shadow Tentacles (5 or 9)

    Level 9
  • Create Steel (68)
  • Protection Circle: Simple (45)
  • Shadow Stalker (20)

    Level 10
  • Cloud Shadow (50)

    Level 11

    Level 12

    Level 13

    Level 14
  • Summon Denizens of the Shadow Dimension (240)

    Level 15

Magic Tattoos Note: Érebos can receive a maximum of six magic tattoos. If he receives a seventh, he permanently loses his casting abilities unless one of the tattoos is removed - a difficult task.
  • Flaming Sword
    On his left wrist is a longsword enveloped in black flames with a silver cross for the hilt (weapon covered in flames). The cross is an elaborate tattoo in silver and black with the words "Iuguolo Mortuuson" (roughly "kill all the dead") inscribed on the horizontal section of the cross.
    P.P.E. to Activate: 10
    Duration: 15 minutes per level of experience or until canceled.
    Power: An indestructible 2d6 M.D. magic sword (described above) is created out of thin air in hand, and can be used by the person with the tattoo, or by another person if he allows it.
    Weapon Skill Bonuses: The character’s usual W.P. skills and bonuses are applicable when using any weapon created via magic tattoo.
    Size: The weapon is always proportional to the size of the T-Man and the type of weapon.
    The tattoo is covered in flames, but the weapon that physically manifests is not. It looks like an ordinary weapon, perhaps with a very faint glow to indicate it is a “magic” weapon that inflicts M.D.
  • Heart Pierced by a Wooden Stake
    On his right wrist is the Heart Pierced by a Wooden Stake tattoo (Protection from Vampires)
    P.P.E. to Activate: 15
    Duration: One hour per level of experience or until canceled.
    Power: The T-Man gains the following powers:
    • Immune to the Pheromone Induced Seduction.
    • The character is impervious to the slow kill bite, and cannot be turned into a vampire or enslaved.
    • Impervious to all the mind control powers of vampires and related species of undead.
    • When the magic tattoo is first activated, a wooden stake and a cross appears, one in each hand. Both disappear when the duration ends or the tattoo magic is cancelled.
    Note: Though greatly protected by this magic tattoo, the vampire can hurt and even kill a Tattooed O.C.C. like the Undead Slayer by using killing bite attacks, the brute force of punches, claws, etc., and via weapons or magic.
  • Explosion (Self-Destruction)
    On the palm of his left hand.
    P.P.E. to Activate: 20 (self) or 40 (self and collateral damage).
    Duration: Permanent; instant effect.
    Range: Self only for the cost of 20 P.P.E., or with a blast radius of 10 feet (half as far if the Sunaj is wearing armor at the time).
    Damage: Self or area effect. Self: At 20 P.P.E. the tattoo wearer immolates in a matter of 1D6 seconds as if on fire from the inside out. The remains of the body quickly turn into burned ash and start to collapse in on itself when a small explosion sends ash and charred bits of ash flying in a poof of energy. If inside armor at the time, the suit is filled with ash and all electronics are burned to a crisp. There is nothing left to identify the body; the remains too cremated to provide any usable DNA. This is a painful but quick death (seconds). There is no collateral damage except to those who may have been touching or leaning over the body as it bums up. They take 1D6 M.D.
    Area Effect Explosion: At a cost of 40 P.P.E., the explosion is greater and does damage to an area. The body is vaporized in a sudden explosion. Everything within a 10 foot (3 m) blast radius suffers 4D6 M.D. If the Sunaj is wearing armor, it blows apart, suffers 2D4x10 M.D. from the inside, and electronics are completely fried. Death is instant and there is absolutely nothing left to identify. The area effect explosion is used whenever the Sunaj has enough P.P.E. to completely vaporize himself and to hurt his enemies in one last defiant moment.
    Power: This tattoo causes the wearer’s body to explode, killing him instantly and disintegrating his body so that nothing is left behind to identify him; no blood, hair, teeth or even skin cells. This usually destroys the Sunaj’s armor as well, sending it flying into many pieces and rendered useless and difficult to study.
    Needless to say, this tattoo can only be activated once, and it is only ever used if capture is imminent or more likely, has already occurred. And even then, if there is any hope of escape, rescue, or otherwise preventing the Sunaj’s identity from being revealed, the self-destruct tattoo is not used until the last moment. This tattoo is reserved for only the most hopeless situations, and it is one of the reasons the identity of the Sunaj remains such a mystery.
    This tattoo is exclusive to the Sunaj. Other Atlanteans, Tattooed Men, and even the Chiang-Ku are completely unaware of its existence, let alone how to create it. Even if the Splugorth had knowledge of it, they would never put it on their warrior slaves; the last thing they want is to give them a way to kill themselves.

Racial Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light
Meditation -- 93% (+2%)
Lore: Dimensions -- 52% (+5%)
    Description -->
    The study of various dimensions.
    Those knowledgeable in this skill will have studied several different dimensions and will know such things as Hades is the
    home to demons and what demons live there, Wormwood is referred to as the Living Planet, and Phase World resides in the Three Galaxies where the Naruni and Splugorth are known to trade, among other odd tidbits as they relate to various dimensions. Extremely alien dimensions may impose anywhere from a -15% to -50% skill penalty, while places the character has personally visited on three or more occasions provide a +15% skill bonus.

O.C.C. Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light (>300 watts)
Concealment -- 52% (+4%)
Land Navigation -- 73% (+4%)
Language and Literacy: Greek -- 110% (+1%)
Note: Érebos' native language is the True Atlantean dialect of Greek. Unless in the middle of translating another language, or stated otherwise, he also thinks in this language. However, unless noted otherwise, verbal conversations happen in Trade Four (American).

Language and Literacy: Dragonese/Elf -- 110% (+1%)
Language and Literacy: Trade Four (American equivalent) -- 110% (+1%)
Language: Whisper (the language of the Shadow Beasts and Shadow Lords) -- 95% (+2%)
Language: Trade One -- 87% (+3%)
Language: Demongogian -- 87% (+3%)
Literacy: Trade One -- 82% (+5%)
Lore: Demons & Monsters -- 77% (+5%)
Lore: Magic:
    --General Knowledge: -- 72% (+5%)
    --Recognize Magic Circles, Runes, etc: -- 67% (+5%)
    --Recognize Enchantment 52% -- (+4%)
Lore: Galactic Aliens -- 67% (+5%)
Mathematics: Basic -- 117% (+5%)
Horsemanship: Exotic Animals -- 72%/62% (+5%)
W.P. Sword -- +1 to strike at levels 1, 3, 6, 9, 12, and 15. +1 to parry at levels 2, 4, 7, 10, and 13. +1 to strike when thrown at levels 4, 8, and 12; not designed for throwing.
W.P. Energy Rifle +1 to strike at levels 2, 4, 6, 8, 10, 12, and 14.
Hand to Hand: Ninjitsu/Tai-Jutsu

O.C.C. Related Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light
+1 new O.C.C. Related skill at level 3, 6, 9, 12, 15
Prowl -- 67% (+5%)
Intelligence -- 65% (+4%)
Optic Systems -- 57% (+5%)
Computer Operation --77% (+5%)
W.P. Paired Weapons (see RUE p. 327) gained via Hand to Hand skill
Boxing
Pilot: Spacecraft Advanced 63% (+4%)
Sniper
W.P. Blunt - +1 to strike and parry at levels 1, 3, 6, 9, and 12. +1 to strike when thrown at levels 5, 10, and 15; not designed for throwing.
Field Armorer & Munitions Expert 59% (+5%)
    -- Basic Mechanics -- 52% (+5%)

Gymnastics
    -- Sense of Balance -- 69% (+3%)
    -- Work parallel bars & rings -- 79% (+3%)
    -- Back Flip -- 85% (+2%)
    -- Climb ability -- 32%
    -- Climb Rope/Rappel -- 66% (+2%)

Tailing: 47% (+5%) - taken at level 3, current skill level 2

Secondary Skills Note: -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light (>300 watts)
+2 new Secondary skills at levels 3, 6, 9, 12, 15
Running
W.P. Energy Pistol : +1 to strike at levels 1, 3, 5, 7, 9, 11, 13, and 15.
Research 57% (+5%) - taken at level 3, current skill level 2
Radio: Basic 57% (+5%) - taken at level 3, current skill level 2

Combat Data
HTH Type: Ninjitsu/Tai-Jutsu
Number of Attacks: 6
Initiative Bonus: +2, (reduced by 2 when directly under bright artificial light or sunlight), and +1 additional when using Nema Liberator
Strike Bonus: +6, +7 in darkness/shadow
Parry Bonus: +8, +9 in darkness/shadow (+ W.P. Shield bonus if applicable)
Dodge Bonus: +9, +10 in darkness/shadow
HTH Damage Bonus: +12
Bonus to Roll w/Punch: +3
Bonus to Pull a Punch: +4
Bonus to Disarm: N/A
Other: +2 to strike when performing any back flip or cartwheel
Power Punch or Power Kick deals 1d4 points of M.D.!
Special Techniques
snap kick (1d6 damage),knife hand (2d4 damage) Maintain balance, back flip (escape), back flip (defensive), back flip (attack), cartwheel (attack), body block/tackle, body flip/throw, holds, drop kick, kick attack (2d4 damage), knee and elbow strikes (1d6 damage), palm strike (2d4), leap attack (3d8 damage, 2apm), axe kick (2d6 damage & must be only kick attack that round), paired weapons, and the usual strike, parry and dodge.
Automatic knockout on Natural 20 for 1d6 rounds


Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 to Strike Bonus
Called/Aimed Shots: +3 to Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Sword: +2 to strike and parry, +1 when thrown
W.P. Blunt: +2 to strike and parry
W.P. Energy Pistol: +2 to strike
W.P. Energy Rifle: +2 to strike, +2 on Called or Aimed Shot (sniper)

Saving Throw Bonuses
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
Érebos is impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness).
Last edited by Érebos on Thu Oct 17, 2019 10:00 am, edited 155 times in total.
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Érebos
 
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Re: Érebos, Sunaj Shadow Mage (WIP)

Postby Érebos » Sun Oct 14, 2018 5:24 am

Equipment
Environmental Body Armor (stashed by the entrance of the Janus prison)

Carried/In Hand
NEMA Liberator

Worn on Person
Dark clothes, hooded cloak, black leather gloves
pocket knife (1d4SDC)
gold cross (on chain, kept under shirt)
satchel (digital pocket computer with camera inside)
NE-3 Slim-Line "Gambler" Revolver
Jalus' Left Bracer
Jalus' Right Bracer
Secured Radio Earbud (2 mile range, scrambled)
IDF Commando wristwatch
Neural Dusters
NE-BA-26 Special Body Armor
CAF Elite Corps Load-Bearing Chest Rig
tinted goggles

CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

• Attachment: NE-4 Plasma Cartridge Pistol (w/ fully loaded 10 cartridge magazine)
• Attachment: extra loaded 10 cartridge magazine for NE-4 Plasma Cartridge Pistol
• Attachment: extra loaded 10 cartridge magazine for NE-4 Plasma Cartridge Pistol
• Attachment: extra loaded 10 cartridge magazine for NE-4 Plasma Cartridge Pistol
• Attachment: air filter/gas mask
• Attachment: speed loader with 3 rounds of NE-001PC plasma cartridges loaded (can load NE-3 in one melee action)
• Attachment: vibro-knife (1d6 M.D.C.)
• Attachment: Smoke grenade
• Attachment: Smoke grenade
• Attachment: Smoke grenade
• Attachment: Smoke grenade
• Attachment: Smoke grenade

Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: pocket mirror, 2 pens, notebook
• Space: stored gems
• Space: 4 small sacks, folded
• Space: 2 medium sacks, folded
• Space: box of "standard" NE-003PC plasma cartridges (96)
• Space: box of "light" NE-001PC plasma cartridges (96)
• Space: 30 feet of rope
• Space: utility belt
• Space: sleeping bag
• Space: E-clip powered lantern

duffel bags: holding wooden cross with sharpened end (can use as a stake), NE-CW20 Camouflage Variable Armor, silver plated knife (1d6), sunglasses, canteen, and communicator/radio

13,700 Universal credits - stored on card and hung on chain around neck with golden cross 11/23/18 ~Consumer
7000 in gems - stored in

Gear Stats

NEMA Liberator Multi-Rifle (Patron Item) complete with full load of ammo and fully charged e-canister
Image
The incredible experimental gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or grenade-sized gel pellets that explode with the force of energy within them - exotic particles that freeze or flash burn. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range:
• • Particle Beam: 2,500'
• • Absolute Zero: 300'
• • Incendiary Gun: 300'
• Damage & RoF:
• • § Particle Beam: Single shot: 5d6, 3-shot burst: 2d4x10
• • ※ Absolute Zero: 7d6 plus save
• • † Incendiary Gun: 6D6 for impact and initial rupture plus 3D6 damage per each round thereafter until it bums out!
• Payload:
• • Particle Beam: 50 shots per canister E-clip
• • Absolute Zero: 6 pellets per magazine
• • Incendiary Gun: 6 pellets per magazine
• Modifiers: +1 to initiative, +2 to strike; two-handed weapon
• Features:
☞ Custom Grip
☞ Laser Targeting
§ Disintegration: When rolling a twenty-sided die to strike a target, the normal rules are modified. On a natural 5-10, the base damage is halved; on a natural 11-17 the target receives full damage; critical strike on a natural 18-20; if a natural critical strike is landed on a called shot, the called location is disintegrated regardless of the location's damage capacity. (Not applicable to main body.)
† On impact a pellet ruptures to spread a flaming gel that covers a 10' area which sticks to most surfaces and burns incredibly hot for 1d4 melees.
※ Each time a character takes damage from this cold blast, he must save vs non-lethal poison. A failed save means the location struck goes numb from the cold. Combat bonuses are reduced by 10% with each successful strike.
Further details from p. 173 of AU here -->
Freezing Damage: Combat bonuses and/or speed may be reduced 10-60% depending on the amount of impairment. A character that loses all S.D.C. from freezing weapon damage or has all limbs, including head and chest, frozen, lapses into a frozen state, even if she still has hit points left. She can often be revived in a cryo-stasis facility or with even heat within 3d4 minutes and with little or no side effects. Those who lose S.D.C. and hit points are +25% to save vs. coma and get 3d4 hit points back when revived.

Note: Incendiary and flash-freeze pellets of this design must be custom made by highly skilled weapons shops and have a base cost of 1000 credits per pellet.


Wilk's Integrated Optics Gun-Sight
Image
  • M.D.C.: 5
  • Telescopic magnification: 3,000'
  • Passive night vision: 3,000'
  • FLIR Thermal-Imaging: 1,600'
  • Laser range-finder and aiming system: 5,000'
  • Weight: 2 lbs.
  • Modifiers: +2 to strike on aimed shots
  • Currently attached to Nema Liberator


NE-4 Plasma Cartridge Pistol
Image
• Range: 500'
• Damage: 1D4x10 M.D.
• Rate of Fire: Single shots only
• Payload: 10 rounds per magazine
• Modifiers: Characters with a P.S. of 17 or less are -2 to strike even on an aimed shot.


NE-3 Slim-Line "Gambler" Revolver
Image
• Range: 200'
• Damage: 3D6 M.D.
• Rate of fire: Each shot counts as one melee attack
• Payload: 3 shots cylinder, reloading takes one melee action per cartridge or one melee action to reload all 3 if a speed loader is used
• Modifiers: +1 to Strike on an aimed shot

• Designed for easy hiding (+20% to Concealment rolls)

NE-CW20 Camouflage Variable Armor
Image
M.D.C. by Location:
• Helmet: 40
• Arms: 20 each
• Legs: 30 each
• Main Body: 80
Modifiers: -5% to acrobatics/gymnastics, -20% for others to detect, +5% to prowl skill
Special Features
• Masks infrared and thermal emissions, only 21% chance to be detected by such devices.


Night Sight Goggles
  • Weight: 1.43 lbs
  • Amplifies existing light to provide a visible picture. Does not work in pitch black, only low-light conditions.
  • Vision Range: 1,600'


Wilk's FLIR Distancing & Recording Binoculars
  • Weight: 2 Ibs.
  • M.D.C.: 1
  • Range: 2.5 miles
  • Notes: It is a passive, thermal-imaging system that uses ambient infrared radiation which means that, unlike with traditional IR binocs, these binoculars do not emit any infrared light that can be tracked back to the user. The binoculars also feature a laser distancing module with digital display that provides an accurate digital readout of the distance, within two centimeters, and the estimated rate of the target's travel (96% accurate) if it is moving. Moreover, this device has an integrated recording module that can be used to record visual images on a standard one inch disc. Each disc can record up to four hours of images.


Jallus' Right Bracernote: belongs to the Galactic Rogues
This leather and copper bracer is adorned with plates, tubes, wires and crystals. It seems to be a very worn bracer from a long ago age.
M.D.C.: 120
Known Effects:
Armor of Ithan: this effect comes up as a shimmering near skintight force field.
• M.D.C.: 110
• Duration: 10 minutes.
• Cost: 10 P.P.E.
Super Human Might: This effect is unseen by anyone observing it’s use.
• Effect: Turns wearers strength to supernatural. Plus punches deal an additional 2D6 M.D. and squeezes deal 2D6 M.D.
• Duration: Two minutes per activation.
• Cost: 30 P.P.E. (or 60 I.S.P.) per activation.

Jallus’ Left Bracer note: belongs to the Galactic Rogues
This strange bracer seems to have a antiquated wrist computer built into it.
M.D.C.: 120
Known Effects:
Language Translator:
• Effect: Can understand and speak any language.
• Duration: 10 minutes.
• Cost: 20 P.P.E. (or 40 I.S.P.) to activate.
Sensor System
• Effect: Duplicates the sensor features of a Bionic Sensor Hand, plus the following spells: Sense Evil, Sense Magic, Eyes of the Wolf (Must look through the small computer screen), and Locate.
• Duration: One hour per activation.
• Cost: 30 P.P.E. (or 60 I.S.P.) to activate.

Neural Dusters note: belongs to Galactic Rogues
Image
  • Range:
  • Damage: Powered: 2D4 S.D.C. (Save vs Neural Stun, a 16 or higher, he is rendered unconscious . Even if the victim saves and remains conscious, he will suffer penalties of -8 to strike, parry and dodge, loses two melee attacks, and Spd is halved for 2D4 melee rounds.)
    Unpowered: Add 1D4 S.D.C. damage to normal punches.
  • Payload: Two neural stun attacks. May be recharged four times by a standard E-Clip.
  • Weight: 1 lbs.
  • Features: None.
  • Modifiers: None.
  • Book Reference: Merc Ops page 109


NE-BA-26 Special Body Armor note: belongs to the Galactic Rogues
Image
M.D.C. by Location:
  • Helmet: 50
  • Arms: 40 each
  • Legs: 50 each
  • Main Body: 90
Weight: 21 lbs. for human equivalent, 35 lbs. for giant-sized.
Modifiers: -10% to physical skills
Features:
  • All standard NE environmental armor features (p.35-36, DB8)
  • Modular Features & Upgrades Packages
  • Basic Weapons Package
    • Retractable Energy Blade (Right Forearm)
      • Damage: 3D6 M.D.
    • Garrote Strangle Cord (Left Wrist)
      • Damage: 4D6 S.D.C. (+P.S. Damage Bonus)
    • Plasma Flame Thrower
      • Range: 200' (20' AoE)
      • Damage: 5D6 M.D.
      • Payload: 15 Shots per E-Clip
    • Utility Laser Finger
      • Range: 1,000'
      • Damage: 2D6 M.D.
      • Payload: 20 shots. (Standard E-Clip)
  • Built-In N-F20A Force Field
    • M.D.C.: 75
    • Voice Activated
  • Laser Distancer & Targeting
    • +1 to Strike with Hand Held Ranged Weapons
    • Range 2,000'
  • Optics Enhancements
    • Passive Night Vision: 3,000'
    • Telescopic Vision (up to 20x Magnification): 1 mile
    • Macro-Lens (6x Magnification)
    • Thermo-Imager: 2,000'
    • Light Polarization
  • Mini-Radar/Sonar System
    • Can track up to 12 targets
    • Range: 2 miles
  • Advanced Communication Package
    • Includes: Basic receiver/transmitter, secure cryptological encoding, burst transmission capability, and if the Suit has the HUD Enhancement is capable of sending and receiving text communications
    • Range: 30 miles
  • Psionic Electromagnetic Dampers
    • +2 to Save vs all Psionic Attacks and Possession Attempts, +1 to Save vs Magic Illusion and Mind Control
Book Reference: p.37-39, DB8
Last edited by Érebos on Wed May 22, 2019 1:24 pm, edited 30 times in total.
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Re: Érebos, Sunaj Shadow Mage (WIP)

Postby Érebos » Sun Oct 14, 2018 5:25 am

Background Story

Melakratos Anathasios was born an only child to two devoted parents dedicated to Aerihman service. His father, a renowned Tattooed Defender, instructed him in the ways of war from a young age, teaching the young True Atlantean how to fight, and even showing him a rare and exotic form of martial arts he had learned during his position as an elite escort for Aerihman adventuring squads sent abroad. This experience was formative for the young boy, and helped instill in him a strong level of determination and 'grit'.

As a natural byproduct of the focus on operational security, the boy's father never, if ever, discussed in any detail what these squads did while he was away. This imparted to his son the concept of “need to know” as a natural byproduct of operational security – and, as a result, the young man became known for his secretive nature, even among the already-secretive Aerihman clan. Thanks to this trait, he even developed a nickname – that of “Érebos”, the ancient and primordial Greek “god” of darkness, secrecy, and shadows. Érebos concurrently developed an excellent “poker face” and rarely showed emotion- exceptions occurring only when discussing True Atlantean or Aerihman superiority, and the need to overthrow Splugorth rule in Atlantis, and return True Atlanteans to their former glory days and beyond.

Érebos’ mother, who worked at one of the more prestigious Aerihman clan magic schools, had a job to evaluate prospective new students’ capabilities and talents, and to recommend them for one of the various branches of available magic study, such as Ley Line, Shifting, and other forms of magic – even including less common ones such as Temporal and Elemental magic. Érebos had always shown magical talent from a young age – and though his father instilled in him considerable fighting skills and incredible levels of determination, the young man found his calling in the magical arts and sciences, and his mother proudly helped her young son along in his initial studies at the magic school.

Although not the most outgoing and gregarious type, Érebos nonetheless made close friends due to his reputation for loyalty and keeping the confidence of those who trusted him. Because of these qualities, and his natural facility for all things magical, he attracted the attention of the super-secretive Sunaj Illuminati organization, who saw much potential in the young and gifted student.

One day, not long after Érebos' twelfth birthday, he and his parents were expected to attend a banquet honoring their service to the Clan – one which was rumored to be attended by none other than Lord Aerihzra himself. However, en route to the banquet, tragedy struck, when their group was ambushed by an overwhelming force and, in the utter chaos that ensued, Érebos himself was knocked unconscious.

When he came to, he was told the terrible news – his family had been ruthlessly slaughtered by a group of Splugorth minions bent on revenge for one of his father’s missions- one that had nearly destroyed a Splugorth stronghold before they were forced to withdraw. The survivors of that Splugorth stronghold had vowed revenge and, apparently, they had their chance to exact it when the opportunity came to ambush the young family. It was only through the miraculous timing of a squad of Aerihman warriors, who just so happened to be passing by at the time of the attack, that his own life was spared. Unfortunately, the same could not have been said of his parents.

All of this was told to a wide-eyed and still-in-shock Érebos by none other than the wife of Lord Aerihzra, who said that, due to his father’s status as an honored Tattooed Defender, and his mother’s long service, the Aerihman clan had made significant gains in prestige and status. She told him that the Aerihman Clan owed it to his parents to continue training the young aspiring mage, and that his young life had been spared by fate for a greater purpose - that of restoring the Aerihman clan and True Atlanteans to their former glory. Given his particular state of vulnerability, he learned to trust his new mentors and teachers completely, and they in turn molded and manipulated the grief-striken young mage, breaking through the few grey moral lines that remained until he was fully radicalized. Along the way, Érebos learned to channel his grief and sense of loss inward, and developed a coldly efficient and icy exterior.

The Sunaj recruited their newest member, and proceeded to continue his magical training under the auspices of Shadow Magic. However, because he also had some non-magical combat training, the organization also exploited this and decided to develop his skill as a marksman, reasoning that, due to the limitations of combining magical tattoos with sorcery, he would be best as an asset who was not thrust into the front lines of combat where his lack of supernatural toughness could spell his doom.

Érebos was, by all accounts, a natural fit for the Sunaj. His outlook and mindset were entirely compatible with the Sunaj philosophy and goals, and he trained relentlessly and with a newfound focus. The fledgling Shadow Mage literally spent decades training, refining, and perfecting his various skills. He rounded out his magical talents with those of the mundane before eventually finishing his training.

It did not take long for him to make new friends in the secret society – and some of those friends knew other friends in high (or low, depending on how one looks at it) places. Eventually, he was summoned by an enigmatic, but high-placing (Sunaj) official who was rumored to have the favor of Lord Aerihzra’s court.

It was time, they said, for him to further the Sunaj cause in a more direct manner. He was assigned, with a few others, to travel to Center and await further orders there. Érebos accepted his new mission, and quickly left after packing his gear, ready to prove himself and exact his revenge upon the Splugorth.
Last edited by Érebos on Wed Mar 06, 2019 9:37 am, edited 14 times in total.
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Re: Érebos, Sunaj Shadow Mage (WIP for PW)

Postby Érebos » Thu Oct 18, 2018 9:25 am

Shadow Magic

Notes on Shadow Magic, Shadow beings, and how light spells and effects impact both

Shadow Magic is an arcane form of spell casting that originated in the Shadow Dimension. Many insist Shadow Magic is inherently evil and that you can feel the darkness as you learn the magic and every time you cast a spell. According to some legends and rumors, Shadow Magic slowly corrupts the soul of its user, turning it black and her heart cold. Other tales claim the use of this dark magic leads to destruction, especially for those who call upon the creatures of the Shadow Dimension.
Whether any of this is true or not, Shadow Magic does seem to be used for nefarious purposes, such as frightening and intimidating others, spying, stealing, ambush, and murder. Even among societies where it is not forgotten, it is often outlawed and practiced by the most dangerous and wicked sorcerers. For these reasons, most civilized people consider Shadow Magic to be one of the dark arts like Soulmancy, Necromancy, and Bio-Wizardry, and it is shunned by most practitioners of magic. The Sunaj making use of this magic only adds to the unsavory reputation of this mystic art.

Light Weakens Shadow Magic!
Penalties from casting in bright artificial light (>300 watts), sunlight (including overcast - no shadows), or without a shadow large enough to be completely covered in shade: Range, damage, duration, penalties, bonuses, etc. are all reduced by HALF when the user/spellcaster does not have a dark place from which to cast the spell.

Magic that creates bright light can either help (creates shadows) or hinder (dispels shadows and exposes the Shadow Magic caster to bright light).

The following spells and effects have an influence on Shadow Magic and Shadow beings:
  • Blinding Flash: There is not much of a discernible impact, since the spell is a quick flash of light and has the usual effect of blinding the individual. Increase the duration by 50% when used on denizens of the Shadow Dimension (Shadow Beasts, Shadow Lords, etc.) note: unless the Shadow Mage is also a "denizen of the Shadow Dimension", this does not apply to her
  • Call Lightning and other electrical attacks: Lightning and electricity inflict full damage to Shadow Mages, Shadow Assassins and creatures of the Shadow Dimension, even when they are Ethereal in Shadow or in darkness!
  • Charismatic Aura: This spell does not function on anyone hiding in shadow, because the recipient needs to be seen in order for this spell to have effect upon those who would see her. Of course, it works fine when the recipient of the spell steps out of the darkness to deliver an appeal or speech.
  • Chromatic Protection: This spell envelops the recipient in a "faint blue light" that is visible in darkness and thus would negate any attempts to hide in shadows or darkness. If a Shadow Mage or Shadow creature attacks someone or something that has Chromatic Protection, the effects are the same as those of a Blinding Flash as outlined above, but double the duration of the spell's effects.
  • Globe of Daylight: Light is problematic for Shadow Magic. If there is a powerful enough light source (e.g. sunlight, strong artificial light, or a Globe of Daylight, there will be no place for an Ethereal (or otherwise obscured) Shadow Mage to hide. She is revealed for all to see and, without a large enough shadow to step into, is no longer Ethereal and effectively vulnerable until the light source is turned off or masked (or until the mage finds a shadow to hide in). All of the above is relevant in wide open spaces, HOWEVER the environment dictates the effective outcome for the use of a Globe of Daylight spell or bright light source. If there are large objects such as furniture, boulders, debris, trees, structures, etc. - even people - the light source creates strong light AND shadows. This means that a Globe of Daylight could create plenty of shadows for a Shadow Magic user or Shadow being to hide in, escape through, or from which to launch attacks. A caster of the Globe can move it to "chase" the Shadow Mage or creature, but if Mage or creature can move as well, it is not an "automatic win". If the Shadow Mage/being moves with the shadows, it remains at full power and hidden.
  • Lantern Light: The small orb of light created by this spell is not as powerful or effective as a Globe of Daylight, and has no effect on Shadow Beasts or Shadow Mages unless the light is cranked up to maximum intensity and the Shadow Mage/being is within 10 feet of it. Also subject to the same rules as Globe of Daylight above with respect to creating shadows for the Shadow Mage/being to utilize.
  • Lasers and Light Blasts: Lasers inflict half damage to Shadow Mages and Shadow Beings even when they are Ethereal in Shadows or in darkness! These same attacks do full damage to those exposed and weakened by sunlight or bright artificial light.
  • Lightblade: This spell does not give off enough light to impact the environment or cast shadows, but does full damage to Shadow Mages, Shadow Assassins, and Shadow beings even when they are in shadows/darkness or protected by the Ethereal spell. Moreover, when a Lightblade makes contact with a shadow weapon, such as a Night Stick or Shadesword, they negate/destroy each other and both disappear. A Lightblade can also be used to parry a Shadow Barrage and Shadow Tendril Bolts. The target to parry is equal to the saving throw for each spell. Finally, a Lightblade does 50% more damage to Shadow Skin and Shade Armor.
  • Light Target: This spell surrounds its victim in an aura of bright light and makes it impossible for them to hide in shadows or darkness. If cast against a Denizen of the Shadow Dimension, it also has the effect of bathing them in strong artificial light, resulting in the penalties listed above. Against a Shadow Mage or Shadow Assassin, the light only prevents them from hiding in shadows and darkness or becoming Ethereal.
  • See in Magic Darkness: This spell is ideal for penetrating shadows and darkness, and those using it can see clearly into both ordinary shadows and discover Shadow beings or any one else lurking inside. This spell also makes it possible to see in most magical darkness, but not all.
  • Shadow Vision: This Shadow Magic spell is the ultimate way to see what lurks in the shadows and Shadow Magic created darkness and effects such as Shadow Mask, Shadow Pool, and Shadow Pit.
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Re: Érebos, Sunaj Shadow Mage (WIP for PW)

Postby Érebos » Fri Oct 19, 2018 8:35 pm

Spell List for Shadow Magic Spell Levels 1-7 Note: channels 5 P.P.E. per level, per action/attack for all Shadow Magic spells.

Level 1
  • Animate Shadow
    Range: 100 feet + 10 feet per level of experience.
    Duration: Ten minutes per level (Shadow Mage).
    Limitation: The spellcaster can animate one specific shadow per casting, with the shadow repeating its animated sequence (opening and closing, pointing, dancing, shaking its fist, waving its arms, reaching for someone, etc.) over and over for the full duration. If the spellcaster remains within 100 feet of the Animated Shadow, she can change the animation to make the shadow move and perform in other ways. Before she leaves, the mage can set it to repeat one particular animated sequence up to two minutes long per level of experience.
    Saving Throw: Standard.
    P.P.E.: Three (Shadow Mage)
    The spellcaster is able to make any shadow come to life like a two-dimensional animated silhouette on the wall, the ground, or another surface. The shadow must already be present; the magic simply alters and animates it. The caster can make the shadow on the side of a building open to reveal a gaping silhouette maw lined with jagged teeth that snaps at all who pass or walk up to the door; the shadow of a pole may bend and wave or dance in place; shadows of vines or wires might writhe like snakes; a shadow from a tree branch may form into a hand with long, bony fingers that points the way or waves people off, or becomes a shaking fist. Shadows that move or mouth words, etc. are scary and bizarre.
    Roll to save vs. magic: Roll to save vs. magic for each new Animated Shadow encountered. Ordinary people who witness such strange occurrences and fail to save vs. magic are likely to pause and turn/walk away or flee for their lives. The average person is not likely to enter a door that is covered by a scary animated shadow that resembles a hulking wolf, an angry skeleton or monster, or that turns into a giant fanged mouth, angry pair of eyes, or is covered by one or more ghostly silhouettes.
    Heroes and adventurers are a different story. In their case, a failed roll to save vs. magic has the same effect as failing to save vs. Horror Factor. The character is momentarily frozen with fear by the Animated Shadow. She loses one melee attack, loses initiative for that melee round, and cannot defend against the first attack leveled at her. Fortunately, she snaps out of this stupor quickly and is able to engage in combat after that first attack for the remainder of the round and beyond.
    Note: See the Give Shadows Sound spell for increased penalties when combined with Animate Shadow.
  • Lengthen Shadows
    Range: Self or object that casts a long shadow, or lengthens an existing shadow 10 feet per level of experience.
    Duration: Eight minutes per level of experience (Shadow Mage)
    Saving Throw: None
    P.P.E.: Two (Shadow Mage)
    The spellcaster can cause any person or object, including herself, to cast a long, dark shadow in any direction she desires, regardless of other existing light sources. This unnatural shadow can be used for dramatic effect to intimidate or startle others, but is more often created to assist Sunaj operatives. The creation of a long shadow can create a bridge from one shadow to another or give assassins and Shadow Mages a path to travel unseen, or a dark place within which to hide, vanish, or become Ethereal, and similar uses.
  • Shadowcast
    Range: Two objects per level of experience.
    Duration: Four minutes per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This simple spell creates a temporary shadow over a small area about the size of an 8 foot (2.4m) table. Any item or person remaining motionless is concealed by the shadow cast over them. The shadow seems natural and is dark enough that unless someone comes within five feet (1.5m) of the item or unmoving person, they go unnoticed. This is used to conceal and protect. The shadow is stationary, and any living creature covered by it must remain still to remain concealed.
  • Shadow Mask
    Range: Self or one other by touch
    Duration: Twenty minutes per level (Shadow Mage)
    Saving Throw: Standard (if resisted)
    P.P.E.: Two (Shadow Mage)
    This magic creates a shadowy haze that covers and conceals the person’s head and facial features. Even in light, the face appears as if a dark nylon stocking is pulled over the head. In shadow or darkness, the face appears to be completely obscured by a dark shadow, revealing no features at all – just a black silhouette.
Level 2
  • Aura of Darkness
    Range: Self or one other by touch. Creates an aura of darkness that radiates 2 feet around the affected individual.
    Duration: Ten minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This cloaking spell is ideal in darkness for hiding, escape, and setting up an ambush (+10% to Prowl). This magic cloaks the spellcaster in a form-fitting aura or field of darkness that follows her everywhere, making her a hazy black silhouette. The mage can see perfectly from within the haze of darkness, but those outside the radius of magic cannot see into it. At night, it renders the cloaked individual virtually invisible, although she can still be detected by infrared, thermal, motion detectors, and similar sensor systems. Furthermore, the Aura of Darkness may noticeably obscure a particular part of the background or area around her, making it obvious to visual detection in especially well-lit areas, or when bathed in light – the magic darkness cannot be dispelled by the ordinary light, but stands out like a sore thumb.
    In combat, opponents who attack a character cloaked in darkness from any distance are -2 to strike due to the fact that they cannot see exactly where her head, face, heart, etc. is located unless guided by thermal-optics or similar heat-based optic systems, and even then, they are -1 to strike. Likewise, skills like Pick Pockets and Palming (trying to plant something on the obscured character) are performed against the black blur at half proficiency because their target is obscured in the equivalent of a black cloud.
  • Ominous Shadow
    Range: 10 feet long, three feet wide per level of the spell caster; line of sight.
    Duration: One melee round (15 seconds) per level of experience. (Double for Shadow Mages and Shadow Lords.)
    Saving Throw: Standard.
    P.P.E.: Six
    The spell caster is able to make his own shadow grow in any direction he desires, regardless of the light source, and look distorted and monstrous. This is done for dramatic effect and to inflict fear. Anyone caught in his oversized, ominous shadow must roll to save vs magic. Failure to save means they are temporarily frozen with fear for one melee round (15 seconds). Transfixed on the spell caster, watching and waiting for him to attack them and listening closely to anything he has to say (+20% for the mage to intimidate or impress).
    After the first melee round (or if attacked during that first melee round), the victims are able to attack or take action. However, while still inside the Ominous Shadow, attacks leveled at the spell caster are done without benefit of the victims’ usual combat bonuses. Fighting anyone else while in the Ominous Shadow has a penalty of only -1 on all combat maneuvers to strike, parry, dodge, etc. The sense of fear and dread goes away immediately after the spell ends, or after a victim manages to step out, or is pulled outside of the Ominous Shadow. In most cases, the spell caster takes no action against his victims in favor of holding them in dread and a diminished state.
  • Shadow Vision
    Range: Self; line of sight up to 100 feet
    Duration: Four minutes per level of the spell caster (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Four (Shadow Mage)
    This spell enables the spell caster to see in shadows and darkness as well as through Shadow Magic darkness, including Aura of Darkness, Shadow Mask, Shadow Meld, Shadow Pool and other types of Shadow spells. This enchantment also enables the spell caster to see the Shadow Melded, the entrance to Shadow Holes, Shadow Pools, Shadow Traps are outlined and visible, and the combat penalties (?) of Shade Armor are negated.
  • Shadow Walk
    Range: Self, or self and one other by touch.
    Duration: Eight minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Three (Shadow Mage)
    This spell enables the spellcaster to cast a long shadow in front of herself. When walking in her own shadow, as well as other natural shadows around her, the target of the spell leaves no footprints, even when walking on dry leaves, gravel, sand, mud, or snow. Nor do her footsteps leave a heat signature. All traces of her passage are swallowed by the shadows.
    Moreover, if the spellcaster directs her shadow to go up the side of a wall or building, the mage can “walk up” the shadow covered surface, defying gravity and the laws of physics. Thus, Shadow Walk can be used to reach windows, ledges, and rooftops.
    Note: Shadow Walk requires a walking pace up to a slow jog, never a full run (maximum Speed of 10).
  • Whispered Voice (Communication)
    Range: Self and teammates. Range of transmission is 500 feet plus 100 feet per additional level of experience. For the magic to work, ALL those with whom the Whispered Voice is to be applied (10 maximum per spell) MUST be clustered together and touching when the spell is first cast. Anyone left out is NOT part of the communication circle.
    Duration: 20 Minutes per level of the spellcaster (Shadow Mage).
    Saving Throw: None
    P.P.E.: Three (Shadow Mage)
    This enchantment has two effects. One, it enables those affected to understand Whisper (the language of the Shadow Lords and the denizens of the Shadow Dimension).
    Two, it also connects them through shadows. It enables the spellcaster and her teammates to communicate by whispering into a shadow or dark area and have their words heard by that individual as if the person was standing and speaking right next to her. To deliver the message, the recipient's name must be spoken first, followed by the message. "Tom, I'm at the north corner. All is clear." As long as the person speaking and the individual meant to receive the message are both in shadow or darkness, they can communicate back and forth like a two-way radio transmission. They just need to always say the person's name first. Words spoken in the heat of the moment without the name said first are NOT transmitted through the shadows and remain unheard.
    Limitations and Problems: Though a group of people may be part of the magical communication, only one, named person can receive a message at a time. Also, any Shadow Lords or other shadow creatures within the radius of transmission also hear the message (all of them).
Level 3
  • Shadow Bolt
    Range: 50 feet per level of experience.
    Duration: Instant
    Damage: 2d4 M.D. plus 1d4 per level of experience.
    Saving Throw: The target may dodge if she sees the bolt coming, but is -5 to do so when it is cast in darkness.
    P.P.E.: Three (Shadow Mage)
    The spellcaster fires an inky black ray of dark energy from any part of her body she chooses – fingers, eyes, mouth, etc. This spell does not require specific gesturing of any kind. Add +2d4 M.D. when cast at a ley line, and +4d4 M.D. when cast at a nexus point.
  • Shadow Displacement
    Range: Corresponding shadow must be no more than 100 feet and within line of sight. Unless they are using Shadowsight, then range is equal to the Shadowsight spell.
    Duration: Two melee rounds (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Four (Shadow Mage)
    The spell caster is able to reach into a shadow at his location and have his arm come out of a shadow as far as 100 feet (30.5 m) away; farther with Shadowsight. This can be useful for startling or scaring someone near or in a different shadow by tapping him on his shoulder or punching him (standard punch damage; power punch is not possible), or grabbing something or flicking a switch from across a room or across the street. Attacking this way is awkward so all attacks are -2 to strike. This spell only enables the spell caster to reach through a shadow. He cannot completely step through it. See Shadow Shift for that.
  • Shadow Globe
    Range: Up to 30 feet away, plus 10 feet per level of experience.
    Duration: Six minutes (24 melee rounds) per level of the spellcaster. (Shadow Mage)
    Saving Throw: None
    P.P.E.: Five (Shadow Mage)
    Shadow Globe has two effects. The first is to create a globe of pale light. Not daylight/sunlight, but moonlight. Black tendrils appear to wrap around and cover parts of the globe. The tendrils do not smother the light, but cover it enough to create up to 2d6 shadows in a 12 foot area per level of its creator. This spell is ideal when additional shadows are needed in a given area or to counter the effects of a Globe of Daylight spell or other illumination.
    The second use is to snuff out the light from an existing Globe of Daylight. In this case, the Shadow Globe flies over to the Globe of Daylight and seems to crash into it, spreading an inky darkness over the entire Globe of Daylight and covering its light. There is no saving throw, because the Globe of Daylight is not being attacked per se, but simply being covered in darkness. The net result is losing a preexisting Globe of Daylight and effectively putting its light under a barrel. The spellcaster of the Globe of Daylight can cancel her spell, which also makes the Shadow Globe vanish along with it. Either way, the magical daylight is effectively eliminated.
  • Shadow Skin
    Range: Self or self and one other by touch.
    Duration: Twenty minutes per level of experience or until destroyed. (Shadow Mage)
    Saving Throw: Standard if resisted.
    P.P.E.: Four (Shadow Mage)
    This spell creates a skin-tight, soft, flexible black suit that feels like thin rubber. The primary purpose of the suit is stealth and concealment. Consequently, the Shadow Skin covers the wearer from head to toe, like a body suit with a pull-over mask that completely covers the head and face. If she is wearing clothing or other armor, they are covered in the inky darkness of the Shadow Skin as if it were an outer covering. The face, hands, and everything else are covered by the rubbery shadow suit which means the wearer leaves no fingerprints, palm prints, or footprints with any discernable features. The recipient of the spell can breathe and see through the Shadow Skin as if it were not there. Movement is unimpaired.
    Shadow Skin only provides minimal protection: 6 M.D.C. per level of experience (S.D.C. and an AR of 12 on S.D.C. worlds).
    Bonuses: The Shadow Skin adds a +10% bonus to Prowl or provides a base skill level of 33%, and a 10% bonus to the Chameleon spell if it is cast after the Shadow Skin is put into place. Shadow Skin also keeps the wearer cool and comfortable up to 150 degrees Fahrenheit (65.5C), and prevents leaving behind any forensic evidence such as hair, fibers, DNA, finger or palm prints, etc.
Level 4
  • Shade Armor
    Range: Self, or two others by touch, or cast upon one other up to 100 feet away; line of sight required.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Five (Shadow Mage)
    A dark grey mist forms over the recipient of this enchantment and seems to settle over him like a shadowy outer covering. Wisps of darkness move across the body as if shadows are moving over him from an unidentified source. Like the Armor of lthan spell, Shade Armor is weightless, noiseless and offers magical protection: 12 M.D.C. per level of the spell caster. (12 S.D.C. per level and an A.R. of 16 in S.D.C. environments.) It also offers a +5% bonus to Prowl in shadows/darkness. Magical Lightblades and weapons made of silver or coated in the metal do double damage to Shade Armor! Lasers, magic and other weapons do their normal damage.
  • Shadow Meld
    Range: Self.
    Duration: Four minutes (16 melees) per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Five (Shadow Mage)
    This unique magic enables the spellcaster to step into shadows, becoming totally invisible, even to a See the Invisible spell. The shadow must be at least five feet tall or long to become an effective hiding place. The shadow serves as a superior means of hiding or moving unseen. The mage can move, walk, or run through the length of the shadow, or from shadow to shadow. While in shadow/darkness, the character Prowls at a 60% efficiency (or at +15% to normal skill, whichever is higher).
    Intense light will dispel the shadow, leaving the mage revealed. Of course, sanctuary can be found by fleeing into another shadow. Feeble light (no more than 10 torches or 300 watts) will only create more shadows.
    While hidden in shadow, the character is still susceptible to magic, psionic, and physical attacks, although attackers are -5 to strike her (because they cannot see her). Area affect magic does not suffer any penalty. Infrared/thermo-optics are the only means to see this character in shadows.
  • Shadowsight
    Range: Self; 100 foot radius.
    Duration: Four minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Seven (Shadow Mage)
    When under the effect of this spell, every shadow within range becomes the spell caster’s eyes and ears. Wherever there is a shadow within range, the mage can spy effortlessly and without any chance of detection, as if he were actually standing, concealed, in the shadow itself. Indoors and underground, this spell gives the mage virtually complete surveillance capabilities over a large area. As the spell caster moves, so does the area of effect. However, the mage must direct his attention to a particular shadow and the sights and sounds around it, not all shadows at once. Shadowsight cannot see through walls, but if there is a shadow around the corner or on the other side of a wall, and within range of the spell, then the spell caster can still view and hear what is happening.
  • Wall of Darkness
    Range:Covers a 20 foot area plus 10 feet per level of experience.
    Duration: Twenty minutes per level of experience (Shadow Mage)
    Damage: Special
    Saving Throw: Standard.
    P.P.E.: Eight (Shadow Mage)
    This magic creates a towering wall of pure, magical darkness. No light can pass through it, nor can one see what is on the other side of it. Anyone who comes into contact with the wall must save vs. magic or be magically paralyzed for one melee round. The effects of this paralysis are identical to those of Paralysis: Lesser. Should a hand or arm be paralyzed, that person cannot pick up or hold objects, write, or use that hand or arm in any way for 15 seconds. Likewise, a paralyzed leg makes standing difficult, walking a real challenge, and running flat-out impossible. Those with a paralyzed leg have their Speed reduced by 80%, and they are at -2 to parry and dodge. If one’s entire body is paralyzed, she falls down and lies perfectly still. She can still breathe, and the heart will not stop, but otherwise, the person is entirely helpless. Those who fall into the Wall of Darkness will remain paralyzed for the full duration of the spell, recovering only when the wall disappears or someone else somehow gets them out.
Level 5
  • Shadow Senses
    Range: Self or one other by touch.
    Duration: Eight minutes per level of the spellcaster (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Eight (Shadow Mage)
    This enchantment works only in darkness and shadow, imparting the recipient(s) with special senses:
    1) Shadow Vision: The mage is able to see in total darkness as if he had the See in Magic Darkness spell and Nightvision; range: 1,000 feet.
    2) Hear Night Sounds: Applicable only when in a dark environment or a connecting shadow. Hearing is enhanced and amplified, enabling the spell recipient to hear and locate sounds at three times the normal level of hearing. She can hear and follow footsteps or the sound of the wind, rushing water, a running motor, voices, a muffled gunshot, etc., to help her navigate in darkness or to eavesdrop on people in the dead of night or from shadows. Ambushing a character using Shadow Senses is difficult because she can hear sounds as slight as a whisper up to 300 feet away. Anyone trying to sneak up on somebody using Shadow Senses while she is in darkness is -20% to Prowl and does NOT get a critical strike from any attack from behind. The Shadow Senses alert her to the incoming attack and enable her to move just enough to avoid the Critical Strike (does normal damage instead).
    3) Perception Bonuses: +2 on Perception Rolls related to detecting likely ambush locations, noticing a person hiding in shadow, all things Shadow Magic, finding shadows/darkness, making shadows, and noticing the presence of Shadow Beasts and other denizens of the Shadow Realm.
    4) Sense Shadows: This magic helps the character sense and locate the presence of shadows and dark places within a 200 foot radius. It also enables the enchanted individual to sense the presence of Shadow creatures such as Shadow Beasts and other denizens of the Shadow Realm within that radius. She cannot tell what the creature is nor pinpoint its exact location with this sense, but she knows if there is one, a few, or many, and if it/they are near or farther away within the sensing radius. Shadow Mages and Shadow Assassins do NOT register.
    Penalty: With Shadow Senses activated, the recipient is vulnerable to bright lights and is -3 to save vs. light spells such as Blinding Flash and Globe of Daylight, both of which are painful and cause temporary blindness (-10 to strike, parry and dodge). Moreover, daylight and artificial light brighter than 60 watts reduces the character to seeing through squinted eyes with a range of merely 15 feet. The duration of blindness caused by Blinding Flash. flash grenades, or any sudden exposure to bright light is doubled. Retreating back into comforting darkness or a shadow reduces the duration of light blindness by half.
  • Shadow Shift
    Range: Self, or self and as many as one other by touch. The “shift” can be made up to 50 feet away per level of the spellcaster. Line of sight and shadows required.
    Duration: Instant and counts as one melee attack/action.
    Saving Throw: None.
    P.P.E.: Eight (Shadow Mage)
    Note: Each “relocation” counts as one spell and one melee attack.
    This spell is great as a fast escape or an instant, nearby relocation. It enables the spellcaster to enter one shadow and appear at another up to 50 feet away per level of experience. The shadows do not need to be connected, but do have to be large enough to cover a man, and the distant shadow must be visible from wherever the spellcaster is standing. The spell has less to do with teleportation than it does a form of dimensional shifting from one shadow location to another one within the same reality. The shadow must be no smaller than five feet squared, or in diameter.
    Whenever the spellcaster enters a massive shadow that is 20 feet to hundreds of feet, he may disappear and reappear anywhere within that same shadow, provided the “relocation” does not exceed the 50 foot range per level. If the shadow reaches a rooftop, bridge, or ledge, then its location is accessible via Shadow Shift. Trying to shift onto a moving vehicle that passes under or through a shadowy location is possible, but risky: 50% chance of success. Staying on top of a fast-moving vehicle is likely to to require additional effort and skill or combat rolls. Also remember that each Shadow Shift requires casting of the spell and uses up one melee action.
  • Wall of Shades
    Range: Varies, can be cast up to 50 feet away, but is typically used around the mage.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None, but a spell like Dispel Magic Barriers will instantly negate the spell. Also each shade can be individually dispelled if pierced by silver.
    P.P.E.: Ten (Shadow Mage)
    Unlike Shadow Wall, this spell offers no physical barrier. Rather it creates several shades that block light and create shadows. The shades hover in the air or can be in any position that creates an optimal shadow. Up to two shades are created per level of the spell caster. Since the light source varies, so too will the size of the shadows. Each shade produces a shadow that is 1d4x6 feet in size. The spell caster can elect to combine the shades, making larger shadows if desired. Also there has to be some kind of light source in order for this spell to be effective. In the absence of direct light, a Globe of Daylight will work.
Level 6
  • Circle of Shadows
    Range: Self for a 6 foot radius per level of experience (double the length and duration for Shadow Lords).
    Duration: Eight minutes per level of experience (Shadow Mage).
    Saving Throw: Standard.
    P.P.E.: Ten (Shadow Mage)
    The spell caster magically sends his own shadow in all directions, like the spokes of a wheel with him in the center. The unusual cluster of shadows is instantly disturbing to all who see it, giving people pause before entering the circle of shadows.
    Stepping into the shadows all around the mage requires a save vs Horror Factor (14 or higher to save). Those who fail to save suffer the temporary effects of H.F. and will not enter the ring of shadows for one melee round (15 seconds).
    Those who save and dare to enter the circle can press forward and take action, but do so with penalties. Characters who enter the Circle of Shadows are jumpy and unnerved by movement within the shadows. Movement caught out of the comer of their eye, but when they turn around there is nothing there. All of this reduces Perception Rolls and all combat bonuses by half (round down). Likewise, performance of skills while in the Circle of Shadows is reduced by half, and -1 attack per melee round. The spell caster and his allies or minions are not affected.
    A Circle of Shadows also creates a haven in which other Sunaj Assassins, Shadow Assassins and Shadow Mages can lurk unseen until they attack. If the shadows in the circle touch other, natural shadows, it creates a bridge with which their shadowy brethren can reach them to escape, hide or wait in ambush to attack.
    Heroes would be wise to remember that like a spider’s web made of shadows, they never know what lurks and waits for them inside the circle. A favorite ploy of the Sunaj Shadow Mage is to create a web of shadows that conceal several Shadow Assassins or Shadow Beasts within it. These fiends do not attack until some foolish hero(es) steps into the web, at which point they spring their trap and strike.
  • Manipulate Shadows
    Range: 100 feet plus 10 feet per level of experience.
    Duration: Six minutes per level of experience (Shadow Mage).
    Saving Throw: None.
    P.P.E.: Ten (Shadow Mage)
    The spell caster is able to manipulate four shadows plus 2 per level of experience. With this spell the mage is able to bend them, connect them, make them appear twice as wide, elongate them, move them around and hold them in place, etc. This spell is used to complement other shadow spells.
  • Shadowfire
    Range: Can be cast up to 100 feet away. Affects a 100 foot radius, +10 feet per level of experience.
    Duration: Two melee rounds (30 seconds) per level of experience (Shadow Mage).
    Damage: 3D6 M.D.
    Saving Throw: None.
    P.P.E.: Ten (Shadow Mage)
    This spell causes all shadows within range to transform into patches of burning darkness, a weird kind of black magical flame. Whoever comes into contact with Shadowfire sustains 3D6 M.D. Although this is technically burn damage, the spell Heal Burns will have no effect on wounds of this type. The flame only harms the living, which means that inanimate corpses and skeletons and the undead are unharmed. The only way to spread this fire is to somehow create more shadows in the area.
    The only way to extinguish Shadowfire is by exposing it to strong artificial light, sunlight or a Globe of Daylight. Dispel Magic can also be used to extinguish one burning area of shadow at a time. However, as long as the Shadowfire spell remains in effect, as soon as such sources of light are removed and the shadows return, so do the dark flames.
Level 7
  • Ethereal In Shadow
    Range: Self only.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Thirteen (Shadow Mage)
    One of the most powerful spells in any Shadow Mage’s arsenal is the ability to become as insubstantial as a shadow. This includes clothing and any items carried on her person, including those inside a backpack as well as items in pockets, pouches, holsters, or held in the mage’s hands when the invocation is cast – all turn into shadow along with the mage herself. Note: This also means that if the character was handcuffed or bound before becoming Ethereal, she remains bond as an Ethereal shadow; the bonds to not fall away but become shadow as well.
    When Ethereal, the mage appears as a featureless dark shadow without an apparent owner. The transition from physical to insubstantial shadow requires first stepping into a shadow large enough to cover her entire body. The transition takes three seconds and uses up one melee attack.
    As an Ethereal shadow, the caster is immune to most physical attacks: bullets, rail gun rounds, arrows, blades, explosive force, cold, heat, fire, and most energy attacks pass right through her without harm. Only lasers (made of light) hurt, but inflict half their usual damage to an Ethereal shadow. Lightning and electrical attacks inflict full damage. The character does not register on most sensors either, including infrared or heat sensors. Motion detectors have a 50% chance of registering a fast-moving Ethereal shadow, but not a slow one (speed 7 or lower), or a character using Prowl while Ethereal. As a “shadow”, the character moves in complete silence, enjoying a base Prowl of 45% or +15% if she has the Prowl skill (most do). The bonus applies even in a lighted area. When she steps into a shadow large enough to conceal her, the Ethereal mage seems to vanish and is unlikely to be seen at all: +20% Prowl in shadows and darkness; +30% when standing motionless or trying to hide within the darkness. Only when someone is deliberately looking hard for the motionless interloper and comes within 3 feet of her is the Ethereal shadow noticeable. When running down a street lit by lampposts, the Ethereal mage will seem to appear as an animated shadow when she runs under the light, only to vanish again when she steps back into darkness.
    The mage also has a Horror Factor of 11 while Ethereal.
    The Ethereal effect imbued by this magic is very particular, so the mage cannot pass through solid walls, doors, sealed windows, or people, but can squeeze through the bars of a jail cell or fencing, including chicken wire, cyclone fencing, and barbed wire.
    To pick up an object, operate machinery, or touch someone (or something), the Ethereal mage must cancel the magic and become her normal self again. Once cancelled, the spell is over and must be cast again if the mage wishes to become Ethereal once more.
    Limitations:
    1) An area of darkness or shadow large enough for the spellcaster to step into and be completely covered by is required to cast this spell. Without it, the spell cannot be cast. Like any other magic, this spell can be cancelled by the caster at any time.
    2) While Ethereal, the Shadow Mage can still run, Prowl, and dodge as usual. She has the same bonuses and number of attacks/actions per melee round, except being Ethereal, she cannot actually strike anyone or interact physically with anything. She is a walking shadow with no weight or physical tangibility. Likewise, she can perform skills that require the mind, such as reading or tracking, but no physical skills which require weight or a corporeal body. This makes her a wonderful spy who can hide in shadows or darkness and listen to what is going on around her, unseen and nearly undetectable.
    3) Cannot speak! The living shadow can see, hear and smell, but cannot touch or speak while Ethereal. Characters with psionic abilities may use them while Ethereal, but at double the usual I.S.P. cost and the ability functions at half power, duration, range, damage, etc. Spellcasting and verbal communication are not possible while ethereal.
    4) Light is trouble for Shadow Magic. If there is a powerful enough light source (e.g. sunlight, strong artificial light, or a Globe of Daylight, there will be no place for an Ethereal spellcaster to hide. She is revealed for all to see and, without a large enough shadow to step into, is no longer Ethereal and effectively vulnerable until the light source is turned off or masked. She must either dive into a nearby shadow, or someplace dark, to regain her Ethereal status. Without a large enough shadow to step into, the mage cannot turn Ethereal again, but she can cast other magic, including creating a magical area of darkness.
    The Ethereal spellcaster remains vulnerable to light-based spells, lasers, electricity and psionics while Ethereal. Even though fire emits light, heat and flames, it has no effect on the Ethereal spellcaster while in darkness. Neither does cold, or toxic gases. Water is an unusual peril: an Ethereal individual sinks when dropped into deep water. As a shadow, she cannot swim, so she must resume physical form to swim, or sink and begin to drown (unless she has an air supply).
  • Shadow Puppet (Twin)
    Range: Self only.
    Duration: Four melee rounds (60 seconds, 1 minute) per character level (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Twelve (Shadow Mage)
    The spellcaster becomes enveloped by a dark haze, as if she were in a shadowy cocoon. At the same time, a second, identical shadowy figure appears that looks exactly the same, also cloaked in hazy darkness. Unlike the Multiple Image spell, the twin is not an illusion, but an actual, solid, shadow manifestation!
    The duplicate follows every move of the spellcaster; in combat, the two fight as one, both battling the same opponent or two separate foes in close proximity, making the exact same moves. The Shadow Puppet automatically strikes out at any opponent who comes within range. This spell is ideal for close-quarters combat or to create confusion as to which is the “real” Shadow Mage and which is the fake, because the features of both are identical and blurry.
    When the spellcaster speaks, so does the Shadow Puppet, in the exact same words, tone, and volume, as if the two are reciting or singing in a duet. If another spell is cast, it is impossible to tell which one cast it (only the actual mage can cast the spell, but the Puppet copies her actions and words). The Shadow Puppet attacks with the same strength, abilities, and bonuses as the mage it mimics.
    This odd double-threat gives the Shadow Mage an edge in close combat that provides her and her Puppet with the following bonuses: +1 on initiative, and to strike, parry, and disarm.
    The Shadow Puppet has 10 M.D.C. per level of the spellcaster, and takes half damage from normal weapons, full damage from magic weapons and light attacks, and double damage from silver weapons.
  • Shadow Pool (Trap)
    Range: By touch or up to 20 feet (6.1 m) plus 10 feet (3 m) per level of experience; line of sight required.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: Dodge, but needs a Natural 18, 19, or 20.
    P.P.E.: Fifteen (Shadow Mage)
    The spell caster is able to change one shadow per spell casting into a black, murky pool of water. This applies to shadows on the ground and on the sides of walls. The shadow looks like normal until someone steps or leans on it and falls in. The Shadow Pool is 10 feet deep per level of the spell caster.
    Those who fall in are lost in black water, engulfed in pitch- black darkness. They cannot see where the shadow starts or ends, making it difficult to find the edge and climb out. The more people struggle and swim, the farther they get from the edge, as there is no sense of direction. Worse, those who fall into a Shadow Pool can be heard by their comrades, but not seen. There is a 15% random chance of a victim accidentally feeling a hard edge and being able to pull himself out of the pool. (+5% if he is following the sound of people on the surface who are calling out to him.) Each attempt to escape counts as two melee attacks. Those wearing heavy armor may be encumbered and tire more quickly, sink and drown. Game Masters should take this into consideration, but be merciful.
    A daring rescuer can tie a rope or cord around himself and dive in after a lost teammate, but unless he has Shadow Vision, he too swims around blind. (Nightvision doesn’t work, but with Shadow Vision he can see the edge of the pool as clear as can be.) His only guide, the voice of his teammate in the pool. If they can find each other, they can follow the rope to the edge and climb out. Until then, all he/they can do is tread water in the pitch-black darkness of the Shadow Pool until the spell duration ends. The size of the Shadow Pool depends on the size of the shadow it was cast upon.
    A note about Shadow Pools. A Shadow Pool “mostly” appears to be an ordinary shadow until someone falls into one. Mostly is the key word. First, those with Shadow Vision active can clearly recognize shadows that have been turned into Shadow Pools, provided they are looking around and not just running into action. Second, even without Shadow Vision, people who are careful and looking hard at the shadows may notice a shadow that seems to ripple. Shadow Pools exhibit small, subtle ripples just like those created when a bug lands on the surface of water, or a rock is tossed into it or a strong wind creates a subtle wave. It’s difficult to notice, but it is there if you look for it.
Last edited by Érebos on Thu Feb 07, 2019 7:29 pm, edited 5 times in total.
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Re: Érebos (Sunaj Shadow Mage)

Postby Érebos » Mon Apr 22, 2019 10:30 am

Spell List for Shadow Magic Spell Levels 8-15 Note: channels 5 P.P.E. per level, per action/attack for all Shadow Magic spells.
Level 8
  • Shadesword
    Range: Self.
    Duration: Four minutes per level of experience (Shadow Mage).
    Damage: 1d6 M.D. per level of experience. This magic weapon does M.D. in Mega-Damage settings and S.D.C. in S.D.C. settings.
    Saving Throw: Standard.
    P.P.E.: Eleven (Shadow Mage)
    This spell conjures a bladed weapon of pure darkness. The shape of the weapon is up to the spell caster, but most prefer to make this item a one-handed sword so they may use it with a Shadeshield in the other hand. In addition to the damage it inflicts, anyone struck with a Shadesword must save vs magic. Those who fail not only take damage, but fight at -2 to strike and parry for the next melee round. Anyone receiving multiple hits from a Shadesword must save vs magic for each, or suffer a cumulative negative bonus for an extended duration (one melee per each strike by the sword).
    While the spell is in effect, its maker can not sheath or throw the Shadesword, or the spell will break and the weapon vanishes. Likewise, if it is knocked from its creator’s hand the magic ends.
  • Shadow Clone
    Range: Self only.
    Duration: Twenty minutes per level of the caster (Shadow Mage)
    Saving Throw: None.
    P.P.E.: Fifteen (Shadow Mage)
    The spellcaster is able to transform her shadow and use it like a puppet or robot. The shadow seemingly detaches from the mage, turns into a 3D shadow, and temporarily becomes solid – an exact replica of the spellcaster – in order to interact with the physical world. Well, not quite an exact duplicate – the Shadow Clone looks just like the spellcaster, but her skin seems a bit ashen (something most people will not recognize) and her body, while solid, is not alive and not made of flesh and blood. For those who check, the Shadow Clone does not have a heat signature.
    For the duration of the spell and the Clone’s existence, the real Shadow Mage falls into a trance, so she should be hidden someplace safe and/or protected. The caster sees through the eyes of her Clone, and controls it as if it were her own body. The solid shadow can hide in, and Prowl through, shadows at 88%. Its physical attributes are the same, but the Shadow Clone is limited to 100 M.D.C. + 10 M.D.C. per level of the caster.
    The physical Shadow is vulnerable to all weapons, but takes only 10% of the normal damage caused. Lasers and magic inflict full damage, Silver S.D.C. weapons do the equivalent damage in M.D.C.
    The spellcaster cannot cast spells through the Clone because it is not a living body. Nor can the Clone channel and use ley line energy to cast its own spells. The Shadow Mage can, however, speak through it and use it to spy, fight, etc. without fear of being killed or captured herself. If the Shadow Clone is captured, the mage can cancel the magic and her Clone will melt into a two-dimensional shadow and fade away. If the Shadow Clone is destroyed, the mage suffers a shock to her system, temporarily losing 1d6+2 Hit Points (or M.D.C. as the case may be) and 20 P.P.E., but is otherwise fine. Her consciousness returns to her body, and the lost Hit Points/M.D.C. and P.P.E. return at the normal rate. Of course, the caster can cancel the spell and return to her own body at any time.
  • Shadow Tentacles
    Range: Up to 600 feet away but requires a shadow or area of darkness to rise out of. The tentacles’ reach is 10 feet + 1 foot per level of experience.
    Duration: Two melee rounds per level of experience (Shadow Mage).
    Saving Throw: As per parry or dodge at -2.
    P.P.E.: Five for S.D.C. Tentacles (12 per level of experience) or nine for M.D.C. (10 per level of experience) (Shadow Mage)
    The spellcaster can create one large tentacle for each level of experience. A shadow is required for the tentacle to form. One tentacle can rise out of a shadow as small as two feet in diameter. In a large area of darkness or shadow, the mage can create one tentacle for each level of experience. The tentacles are solid manifestations that can be clustered closely together or spread out across the large shadow from which they grow. The tentacles rise up out of the darkness and begin to flail about, seeking victims. Depending on where the shadow is located, tentacles may rise up from the ground, hang down from the ceiling, or protrude from the side of a wall, vehicle, or tree.
    The tentacles are quick but not intelligent. They are not controlled by the mage, but seem to somehow sense when a target is near and lash out at it. Each tentacle is +1 on initiative and +3 to strike or entangle. Each has three attacks per melee (+1 attack per melee at levels 5, 10 and 15 of the caster). They do not dodge and vanish when their S./M.D.C. is reduced to zero.
    Methods of Tentacle Attack: The spellcaster can pick one of three types of attack by the tentacles. Once the spell is cast, she can leave the area and let the tentacles do their work.
    1) Striking: The tentacles flail about, striking anything – people, animals, vehicles, etc. that comes within reach. Damage: 2d6 S./M.D.C. per strike.
    2) Entangling: Rather than attack to harm or kill, the tentacles grab and hold their victim. They may lash around an arm, leg, or angle, and snake around their victim(s) to hold them tight and prevent movement or pursuit. The tentacles pull their victim to them and cocoon around them to pin legs and arms to the side for the duration of the spell, and does not let go even if the victim stops moving. Only when the tentacle is destroyed, the spell duration ends, or the caster cancels the spell will a tentacle release its victim and disappear back into the shadow it came from.
    3) Crushing: In this case, one or more tentacles lash around an arm, leg, or ankle, and each snakes around its victim(s) with the purpose of crushing her like a boa constrictor crushes its prey. Damage: 2d6 per attack (S.D.C./M.D.C.)
    Tentacle strength is supernatural and has a P.S. of 20 + 2/level of experience of the caster. To forcibly pull a Shadow Tentacle off a victim requires a combined supernatural strength of 50% greater than the tentacle’s, or triple that if non-supernatural strength is put to the task. Exposing the tentacle to sunlight (Globe of Daylight is one method) will turn the tentacle’s strength into ordinary and makes it vulnerable to ordinary weapons, allowing them to inflict half their full damage.
    Shadow Tentacles can be destroyed, but while in shadow or darkness, they are impervious to most weapons. Only lasers, magical light, and magic weapons do full damage; silver does double damage. The caster can cancel this spell at any time.
Level 9
  • Shadow Stalker
    Range: Self only.
    Duration: Up to 30 minutes per level of experience (Shadow Mage).
    Saving Throw: -1 to save.
    P.P.E.: Twenty (Shadow Mage).
    This powerful enchantment is ideal for tailing and spying on a specific foe or target, and for smuggling oneself into places with tight security. The invocation enables the the spellcaster to step into another person’s shadow and disappear into it without a trace. Undetectable by sensors, magic, or psionics, the person inside the shadow goes along for the ride inside the shadow of the other person, like an invisible hitchhiker. Conditions must be right: the target being stalked must cast a decent sized shadow big enough for the mage to step into. Then, the target must remain in an environment where she continues to cast a shadow or walks through darkness. As soon as the person being stalked enters a brightly lit area where the shadows are tiny or directly underneath them, the stowaway mage is instantly forced out and revealed, appearing only a few inches from the individual whose shadow she had been hiding inside of. Such a sudden reveal is likely to create instant alarm if the other individual was not expecting it to occur. Shadow mages who are smart and paying attention make sure they “jump out” and into darkness or another shadow BEFORE being forced out due to bright light. Likewise, a Globe of Daylight and other magical or conventional light may reveal the hitchhiker riding along, provided it is overhead and close enough to eliminate or minimize that person’s shadow.
    Riding along inside another person’s shadow is rather like riding along in a car while being tucked on the floor between the backseat and the front seats – the driver cannot see you and does not know you are there. From that vantage point, the person hidden on the floor can clearly hear everything the driver and passengers are saying and doing, as well as any other ambient sounds or people they stop to speak with. However, the concealed backseat passenger only gets slight glimpses of where they are going and the people the driver talks to along the way. It is the same for the mage hidden in another person’s shadow: she hears everything the person she is hitched to says, and what is said to her. She may recognize voices and other sounds and smells, but only catches fleeting glimpses of the streets and locations they pass by on their travels. It may or may not be enough to inform her of where she is, where she has been, and where they are going. Nor may she actually see the people the “driver” is speaking with, though their conversation may offer clues to their identity and the stowaway mage may recognize the voice if familiar with that person already, or recognize the voice when/if they meet and hear the person speak later. While not entirely flawless, it is still valuable reconnaissance and perfect concealment.
    Making an exit. The mage concealed within another person’s shadow can tell when they are in darkness, passing through shadows, or about to enter bright light. Likewise, she’ll know if there are people around or not. This helps her make a calculated and unnoticed exit. She can step out of the shadow at any point, but the most ideal moment is to exit into darkness when no one is likely to notice another person appear in a crowd. Only someone looking directly at the person whose shadow she is hitching a ride in or someone immediately behind that person is likely to notice the mage stepping out of the person’s shadow.
    Sunaj Shadow Mages and Shadow Assassins often use this spell to launch surprise attacks. In so doing, they seem to appear out of thin air to either attack that individual or someone she is meeting with.
    Being discovered in the shadow: Every five miles (8km) traveled, or 10 minutes of time that elapses (whichever comes first), there is a chance the person being stalked realizes something is amiss. Roll to save vs. magic with a -2 penalty for the victim. If the save is successful, she cannot shake the feeling that something is wrong and she is being watched or followed. As a result, most people get paranoid and err on the side of caution, keeping their mouths shut, eyes open, staying away from contacts and partners, cancelling or avoiding any pre-arranged meetings or criminal activities, and engaging in nothing that would draw attention to themselves and their plans. Victims familiar with Shadow Magic, such as Shadow Mages or any Sunaj, may suspect they are a victim of this enchantment and deliberately go to a brightly lit environment to be ready for the reveal, either prepared to capture or kill her!
Level 10
  • Cloud Shadow
    Range: Area effect, 100 foot (30.5m) diameter per level of experience.
    Duration: Two minutes per level of experience (Shadow Mage)
    Saving Throw: -2 to save, but does not apply to Shadow Mages.
    P.P.E.: Fifty (Shadow Mage)
    This spell creates a giant, ominous shadow: a large, dark shadow spreads across an area as if cast by a dense storm cloud overhead – only there is no actual cloud. Inside the Cloud Shadow, the darkness seems unnatural. The light is very low, like the moment the sun drops below the horizon. While enough light remains to see, fine details cannot be made out unless close (within 2 feet/0.6m), and artificial light seems filtered and functions at half strength/intensity. Even Nightvision is reduced by half, and the temperature inside the Cloud Shadow is 30% cooler than outside of it.
    There are sounds of unintelligible whispers, low rumbling, and deep guttural growls inside the large shadow. From the corner of your eye, there is movement – something rising up from the darkness, preparing to lunge at you – but when you turn to get a better look, nothing is there. This makes everyone inside the Cloud Shadow nervous and jumpy. The sights and sounds are distracting and wear on the nerves of those inside the darkness, other than the spellcaster and her allies (which may be lurking inside).
    Everyone else inside the massive shadow must roll to save vs. magic: a failed roll means fear takes hold. Civilians are likely to panic and run away to find shelter behind locked doors and shuttered windows. Most hide and cower, covering their faces and too afraid to look out and see what might be coming. Heroes, warriors, adventurers, and those experienced with magic and the supernatural are able to hold their ground and force down the fear creeping up their spine; however, those who fail their saves inside the giant and ominous Cloud Shadow lose initiative and find their combat bonuses reduced to zero – unmodified rolls only – while trapped within, and all skills suffer a -20% penalty. These penalties remain in place as long as the characters remain within the Cloud Shadow. The penalties are immediatel gone when a character steps outside the shadow, but instantly return upon reentry.
    Since the Cloud Shadow is an area effect invocation; once it is cast, the caster is free to move about unaffected by it and to take action, cast other spells, engage in combat, etc.
    Shadow Magic or other spells and enchantments that require darkness all work inside this magical shadow, and beings who are Ethereal or invisible in darkness all reap the benefits of such powers or magic. Likewise, any Shadow beings, Shadow Assassin and Shadow Mages are at full strength while inside, even if the Cloud Shadow is created during broad daylight. This is where the real danger lies, because a Cloud Shadow can serve as a battlefield or playground for Shadow Mages and Shadow Assassins, as well as denizens of the Shadow Realm.
    The size and shape of the Cloud Shadow can vary. A Shadow Mage can stretch it to run down the length of a street, or make it more circular or oblong like the shadow from a real cloud, only darker. This spell is ideal whenever a large shadow is needed to cover an entire block, building, stadium, or part of a neighborhood!
Level 11

Level 12

Level 13

Level 14
  • Summon Denizens of the Shadow Dimension
    Range: Immediate area up to 20 feet (6.1m) away, but requires a shadow or area of darkness large enough for the monster to climb through.
    Duration: For straight up combat, ten minutes per level of experience. Ten hours per level for labor or other tasks, or until the mission is finished or it is destroyed. (Shadow Mage)
    Saving Throw: The Shadow Creatures summoned by Ritual can only save with a natural 19 or 20. A Shadow Lord can be summoned by this spell, but cannot be controlled.
    A successful save means the Shadow being is not under control of the mage, and does not have to obey her. It can instantly vanish back to the Shadow Dimension, or it may elect to stay in the world of mortals to reap mayhem. A duplicitous and wicked creature such as a Shadow Beast or Shadow Wraith may pretend to be under the spellcaster’s control, or it may choose to follow her commands if it finds the one who summoned it amusing or rewarding, such as slaughtering heroes or innocent people.
    P.P.E.: Two hundred forty (Shadow Mage)
    The advantage of this spell is that the sorcerer can summon the exact shadow creature desired and it does not open a Shadow Door or Rift – the creature magically appears. The spellcaster has two options when summoning: she can perform a ritual, in which case the summoned being is almost certainly to be instantly under her control (provided it does not roll a natural 19 or 20), or she may use it as an instant spell summoning, in which the creature gets a reduced saving throw (must roll a 12 or greater to save). If the beast saves, the spellcaster has no power over it and she can only hope it listens and will hear her out. A Shadow Lord cannot be summoned unless the ritual version is cast.
    The ritual takes 1d4x10 minutes to perform during daylight, but only 3d6 minutes at night. In all cases, regardless of the time of day or whether cast as an instant invocation or as a ritual, the shadow required to summon the creature must be larger than the creature itself.
    The Sunaj Shadow Mage can summon and command one Shadow Behemoth or Shade Hunter per level of experience, one Shadow Beast for every 2 levels of experience, or one Shadow Wraith for every four levels of experience. When trying to summon a Shadow Lord, no other denizens may be summoned at the same time. Chance of success to summon a Shadow Lord is 15% per level of experience (a 7th level or higher Shadow Mage is guaranteed success). The mage had better have a compelling speech ready and be willing to serve the Shadow Lord in some important way to secure its cooperation – anger the creature, and it will likely try to destroy you.
    The summoning of a Shadow Lord is always to make a deal, and barter for either help, services, or knowledge. Creatures of Chaos and Darkness, Shadow Lords are most likely to help evil or conniving Shadow Mages who appeal to the monster’s darker nature. As it is with most Demon Lords, Shadow Lords enjoy helping mortals cause other mortals suffering and destruction. They understand emotions like hate, revenge, envy, and lust for power, and they know how to use them to create greater chaos and pain. A Shadow Lord may remain for as long as it desires, and can return to the Shadow Realm at any time it wishes. It should be noted that a Shadow Lord cannot enter the world of mortals unless it is summoned and allowed into their world.
    Shadow Lords are unpredictable: Game Masters may roll or pick the desired result, or choose a reaction of their own:
    1-10%: If angered, the creature may destroy the mage on the spot, or carry her back to the Shadow Dimension;
    11-20%: Or, if angry, may destroy all the summoner’s companions and henchmen, beat or torture her, and humble the mage before leaving her trembling and injured (but alive);
    21-40%: If annoyed, the Shadow Lord may simply vanish from whence it came, or;
    41-80%: Agrees to help, perhaps even to stay, to cause death and destruction, especially if it involves conquest, winning worshippers and minions, or crushing an old enemy or rival, or Champion of Light. However, the Shadow Lord serves no man – it has agreed to “help”, not “serve” the mage who summoned it, because it amuses or appeals to the monster’s dark nature to do so. The mage should never treat the Shadow Lord as a henchman nor as a partner, but as a benevolent god who has granted her favor- for now.
    81-90%: The Shadow Lord stays in the moral realm to do as it desires, but it forces the summoning mage and teammates to serve it or die, using the mage as an advisor/native guide or minion. The Shadow Mage’s only release from this forced servitude is to trick the Shadow Lord into going back to the Shadow Dimension without her, destroy the monster, or kill herself.
    91-100%: Ignores the summoning sorcerer entirely, and goes off to do as it pleases – one more Demon Lord unleased onto an already troubled world!
Level 15
Last edited by Érebos on Wed Sep 04, 2019 7:15 am, edited 1 time in total.
Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
Current Status
S.D.C.: 91/91
Hit Points: 39/39
P.P.E.: 117/204

Weapons and Armor worn or carried
Always On
  • Horror Factor of 12
  • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
  • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
  • Impervious to Shape-Changing/Metamorphosis
  • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

Saving Throws, Bonuses, and other handy information
  • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
  • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
  • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
Saves
Coma/Death: +20%
Magic (varies): +7, or +10 to save vs. Shadow Magic spells
Disease: +2
Lethal Poison (14+): +5
Non-Lethal Poison (16+): +5
Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
Psionics (varies): +5
Horror Factor (varies): +7
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Érebos
 
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Re: Érebos (Sunaj Shadow Mage)

Postby Érebos » Mon Apr 22, 2019 10:31 am

Spell List for Invocation (non-Shadow) Spells Note: channels 3 P.P.E. per level, per action/attack for all non-Shadow Magic spells.

Level 1
  • Cloud of Smoke
    Range: 90 feet
    Duration: Four melees (one minute) per level of experience.
    Saving Throw: None.
    P.P.E.: Two
    This magic enables the arcanist to create a cloud of dense, black smoke (30x30x30 feet maximum size) up to ninety feet
    away. Victims caught in the cloud will be unable to see anything beyond the cloud, and their impaired vision allows them to see no more than three feet within the cloud, and even then that means only blurry shapes. While in the cloud, victims are -5 to strike, parry, dodge, disarm and entangle.
  • See the Invisible
    Range: 200 feet
    Duration: One minute (4 melee rounds) per each level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The character can see Astral beings, entities, Elementals, ghosts, objects, forces and creatures that can turn invisible or are naturally invisible. Even if the creature has no form per se, the mystic will be able to discern the vaporous image or energy sphere that is the being.
Level 2
  • Befuddle
    Range: 100 feet.
    Duration: Two minutes (8 melees) per level of experience.
    Saving Throw: Standard.
    P.P.E.: Six
    An enchantment that temporarily causes its victim to become confused and disoriented. Concentration and reactions are impaired. Those affected are - 2 to strike, parry and dodge; attacks per melee are reduced by half and all skills suffer a penalty of - 20%. Each invocation
    affects only one individual each time it is cast. A successful save vs magic means the intended victim suffers no impairment.
  • Extinguish Fire
    Range: 20 foot radius. The spell can be cast a distance of up to 80 feet away + 10 feet per level of experience.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: None.
    P.P.E.: Four
    The spell caster can instantly put out up to a 20 foot radius of fire up to 80 feet away. A total of 40 feet can be extinguished every 15 seconds (one melee round).
Space Magic
  • Vacuum Speak
    Range: The spell can be cast on oneself or as many as two others
    by touch. Range of the radio transmission in space is limited
    to one mile.
    Duration: 10 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Six
    Sound waves cannot travel in a vacuum, so this spell enables the mage to cast spells and talk by transforming his voice into radio waves that can be used in space, and picked up by conventional radios and listening systems.
    Furthermore, any characters using Vacuum Speak can be heard by other characters also enchanted with the same magic spell, thus allowing communication between two or more individuals without a radio in space.
    Note: The practitioner of magic still requires a spacesuit, environmental body armor or additional magic protection, such as Impervious to Vacuum, to survive in space.
Level 3
  • Impervious to Fire
    Range: Self or others up to 60 feet away.
    Duration: Five minutes (20 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Five
    A magic invocation that makes the individual temporarily impervious to fire. Normal, magical and Mega-Damage fires do no damage to the enchanted individual or to anything he is wearing or is on his person.
  • Invisibility: Simple
    Range: Self only (includes clothes and articles on one' s person).
    Duration: Three minutes (12 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Six
    The spell caster and anything he is wearing or carrying at the time of the invocation are turned completely invisible. Any object picked up after the character has become invisible remains visible. Likewise, any item on his person that is dropped becomes visible. Neither normal nor nightvision can detect invisibility; only beings who can naturally, psionic ally or magically "see the invisible" are able to see an invisible person. Infrared and heat detectors can also pinpoint an invisible character. Although the invisible character is imperceptible to the eye, he still retains physical mass. This means he can not go through walls nor can weapons pass harmlessly through him. The character still makes noise, leaves footprints, and physical and magical contact/attacks still affect him as usual. While invisible, the mage can talk, weave spells, walk, climb, run, open doors, carry objects, and perform other acts of physical exertion, including combat, and remain invisible. The invisibility is terminated when the magic' s duration time elapses or the mage cancels the spell.
    Note: If cut, only the blood is visible, and so is anything sprayed on the character.
Space Magic
  • Space Swim
    Range: The spell can be cast on oneself or as many as two others by touch.
    Duration: 15 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Seven
    This magic spell provides no sort of protection from space - other magic spells or a spacesuit are needed - but it does give the character locomotion in the vacuum of space. The spell makes it so that the character can swim through space as if it were water. The simple arm and leg motions of swimming propel the recipient of the magic through space with grace and ease. It also provides the character with the Zero Gravity Movement & Combat skill at 95% proficiency and provides the following bonuses while "swimming" in space: +1 to strike, parry and disarm, +2 to dodge and +2 to roll with impact. Maximum speed is double the character's running speed. Ideal for working outside a spaceship or space station, boarding parties and recreation.
Level 4
  • Energy Field
    Range: Self or others up to 60 feet away.
    Duration: One minute (4 melees) per level of experience or until it is destroyed.
    Saving Throw: None.
    P.P.E.: Ten
    The magic creates a protective field of energy that can be placed around the mage, others, or an object. The maximum area of protection is about 8 feet, which means it can protect a small room full of people (about 6 to 8 individuals). The energy field appears as a semitransparent wall or bubble that shimmers with a blue-white light.
    The field normally provides a total protection of 60 M.D.C., but is doubled at ley lines and tripled at a ley line nexus.
  • Seal
    Range: 100 feet
    Duration: Two minutes (8 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Seven
    The spell caster can magically seal shut a door, gate, window, drawer, lid, container, or any inanimate object. There is no sign of force, the lock can be unlatched, but the door, lid or whatever, will not yield/open regardless of the character's physical strength. The only way to get in or out or to open it is to smash or chop through the obstacle or the use of a Dispel Magic Barrier will open/unseal any ONE magically sealed door or lid, provided the spell is successful.
    At early levels, the mystic can only seal one item per incantation. However, at fourth level of experience and beyond, the arcanist can seal every door, window and enclosure within a 100 foot area (that can be an entire 50 to 80 foot house up to 3 stories high)!
Space Magic
  • Impervious to Vacuum
    Range: Self or two others by touch, or one other cast up to 90
    feet away.
    Duration: Five minutes per level of the spell caster.
    Saving Throw: Standard.
    P.P.E.: Ten
    An enchantment that makes the individual impervious to exposure to vacuum, outer space and sudden decompression. It insulates the individual from the cold of space, cosmic radiation, and provides the recipient with the ability to breathe without air for the duration of the enchantment, however the recipient still cannot speak because sound waves do not travel in space. Ideal for use when exposure to space without a protective spacesuit or other gear is imminent. Note: Although not affected by the vacuum of space, the character has no means of movement through space and remains vulnerable to physical damage and attacks. Additional means of protection and movement are advised. This spell only works in space, but can be combined with other space spells.
Level 5
  • Domination
    Range: Touch or within 4 feet.
    Duration: 15 minutes per level of experience.
    Saving Throw: Standard.
    P.P.E.: Ten
    Domination is another trance-like enchantment that enables the spell caster to impose his will over his victim's, forcing the individual to do his bidding. The victim of Domination appears to act oddly, dazed, confused, slow and unfriendly (ignoring friends, etc.). The enchanted character has one goal, to fulfill the command of the spell caster. Under the enchantment of Domination, the character's alignment does not apply. He will steal, lie, assist in crimes, kidnap, betray friends, reveal secrets and so on. The victim is under the (almost) complete control of the spell caster. The only things the bewitched victim will not do are commit suicide, inflict self-harm, or kill a friend or loved one. A good aligned character, Principled, Scrupulous and even Unprincipled, can not be made to kill anybody; it is too deeply against their alignment.
    Note: The enchanted person is not himself and suffers the following penalties. Attacks per melee round are half, speed is half, all skills are half their usual proficiency, speech is slow, and the person seems distracted or a little dazed.
    A successful saving throw versus magic means the magic has no effect.
    The character is 100% his normal self. The effects of the Domination magic can not be faked. Can not affect a person inside environmental M.D.C. body armor, power armor, robots, or vehicles.
  • Energy Disruption
    Range: 60 feet
    Duration: Three minutes (12 melees) per level of experience.
    Saving Throw: None.
    P.P.E.: Twelve
    A particularly useful magic in a tech environment. The invocation will temporarily knockout, stop, or immobilize, any electrical device it is aimed at. This includes normal automobiles, computers, radios, surveillance cameras, sensors, appliances, entire fuse boxes, batteries, electric alarm systems, etc. The apparatus is not harmed in any way, it simply ceases to function. When the magic elapses, the item(s) work perfectly again, with no sign of malfunction, damage or energy loss.
    Can not affect M.D.C. environmental armor, power armor, robots or military vehicles.
  • Escape
    Range: Self, touch or 5 feet.
    Duration: Instant.
    Saving Throw: None.
    P.P.E.: Eight
    The escape invocation enables the mage to magically escape any bonds, or open any locking mechanism that bars his way. This includes being tied with rope, handcuffs, prison cells, doors, trunks, locks, straitjackets, etc. One restraint or lock can be undone per each invocation (one per melee round is possible). Only gagging the mage will prevent the use of this magic.
  • Superhuman Strength
    Range: Self or others by touch.
    Duration: 2 melee rounds (30 seconds) per level of experience.
    Saving Throw: None.
    P.P.E.: Ten
    The incantation magically gives the character a Supernatural P.S. of 30 and a P.E. of 24, as well as adds 30 S.D.C. for the duration of the magic. Supernatural strength, endurance and bonuses last for the duration of the magic.
  • Superhuman Speed
    Range: Self or others by touch.
    Duration: One minute (4 melee rounds) per level of experience.
    Saving Throw: None.
    P.P.E.: Ten
    The invocation bestows the character with the equivalent of a Speed attribute of 44 (equal to 30 mph/48 km) and adds a bonus of +2 to parry and +6 to dodge for the duration of the magic. All movements performed during this period are done without fatigue.
Level 6
  • Frequency Jamming
    Range: 100 feet (3m) per level of experience; line of sight or two machines
    by touch.
    Duration: Two melee rounds (30 seconds) per level of the spell caster's experience.
    Saving Throw: Not applicable; affects machines.
    P.P.E.: Fifteen
    This spell interferes with communications, transmissions and/or sensor systems (radios, radar, sonar, motion detector, heat sensor, CAT scan, lie detector, etc.) by magically jamming the frequencies used by that machine. This means no intelligible readings or communications can be delivered by the enchanted machine until the magic ends.
  • Targeted Deflection
    Range: Effective targeting deflection is 500 feet +50 feet per level of experience. Trying to hit a target beyond this range is - 1 to strike per every additional 100 feet. This spell can only be cast on the sorcerer herself.
    Duration: One melee round per level of experience.
    Saving Throw: Dodge.
    Limitation: Energy attacks only (but see below).
    P.P.E.: Fifteen
    Targeted Deflection is a more advanced form of the Deflect spell. After invoking this magic, the spell caster can magically parry energy attacks/blasts with his arms and hands (a small field of energy momentarily appears around the hands and forearms). Best of all, he can deflect them in such a way that the attack is directed back at its source!
    Unless the attacker dodges, he takes full damage from his own attack and the mage takes none! To successfully return the attack to its source, the mage rolls to parry with a bonus of +3 (in addition to any P.P. and/or Targeting skill bonuses). A successful parry will block and deflect the attack harmlessly away. Any roll above a 13 will bounce the blast back at the attacker. The attacker can try to dodge the bounce-back energy blast, but does so without bonuses and must match or beat the mage's parry roll. A roll by the mage between 5-13 simply deflects the attack out of harm's way, a roll of 1-4 means a fumbled deflection and the blast hits the mage without it being deflected.
    The spell caster can also try to deflect the blast at a different target, but does so without any bonuses and needs a 16 or higher to strike.
    Note: Only energy blasts, including magical energy, can be deflected back at the attacker or at others. However, the mage can parry and deflect projectiles harmlessly away the same as the Deflect spell.
  • Words of Truth
    Range: 5 feet
    Duration: One minute (4 melees) per level of experience.
    Saving Throw: Standard. The enchanted character makes a saving throw for each question asked. A successful save means he does not
    have to answer. Questions can, however, be repeated.
    P.P.E.: Fifteen
    A person affected by this enchantment is compelled to answer all questions truthfully. The spell caster must be within five feet
    and can ask two brief questions per melee round. It is wise to keep questions simple and clear to avoid confusion.
Level 7
  • Fly as the Eagle
    Range: Self or two others by touch, or cast upon one up to 100 feet away.
    Duration: 20 minutes per level of the spell caster.
    Saving Throw: None.
    P.P.E.: Twenty-Five
    The power of flight is bestowed upon the spell caster or person(s) it is cast upon. It is especially effective outdoors, and in large, open areas. Maximum Speed : 50 mph. Bonuses: + 1 to parry, +2 to dodge and +2 to damage on a diving attack. Bonuses apply only when in flight.
Level 8
  • Forcebonds
    Range: Touch.
    Duration: 30 minutes per level of experience.
    Saving Throw: Special.
    P.P.E.: Twenty-Five
    The spell, Forcebonds, transforms ordinary S.D.C. materials (chains, leather strips, rope, or even strips of cloth, string, yarn or rubber bands) into magical restraints that glow with mystic force. This enchantment is made to bind and restrain captives in the same way as M.D.C. handcuffs, manacles or cord. The captive must already be subdued, or have surrendered and been tied with some ordinary material. A single captive can be bound at the wrists and/or ankles, or at the wrists with two bands round the arms and upper torso, pinning the arms tight to the body (or to a chair, pole, tree, etc.). To tie the hands, arms and legs requires two spells.
    Forcebonds requires a combined supernatural P.S. of 45 to pull free or break the magical bonds (takes 2D4 minutes of trying to do so), or 100 M.D. to destroy them. Dispel Magic Barriers and Negate Magic can be used to make them disappear, but the Forcebonds get a +2 to save. An Anti-Magic Cloud will dispel them instantly. Characters with the Escape Artist skill will find Forcebonds extremely difficult to escape from; reduce the success rate by half, and each attempt takes three times as long. When bound by this magic, the Escape spell functions as the Escape Artist skill at a 5 0% maximum proficiency. An escape can be tried once every five minutes (needs a roll of 0 1 -50% on percentile dice to succeed). Teleporting away, while bound, will take the character to a new location, but he is still bound. Metamorphosis into a mist works wonderfully. Metamorphing into any animal or insect with legs and a body is futile, as the animal will remain tied up by the magical Forcebonds.
Level 9
  • Create Steel
    Range: Can be cast up to 10 feet away.
    Duration: Permanent.
    Saving Throw: Not applicable.
    P.P.E.: Sixty-Eight; half that number for Earth Warlocks with this
    spell.
    The name of this powerful spell is a bit of a misnomer, and might more appropriately be entitled "recycle metal." The spell caster can take metal scraps, even those corroded with rust, and magically turn them into sheets, bars, poles or beams of good, useable metal. The advantage of this magical recycled metal is that industrial recycling sees a certain amount of loss through the recycling process (not to mention the cost, equipment and manpower necessary). The spell not only transforms the metal, but there is no loss of the material and, in fact, there is 5% more metal (per level of experience) created from the initial scrap. In addition, there is no need for a smelting facility, machines or workmen, other than those needed to haul and store the finished product.
    Limitations:
    • S.D.C. Materials: Effective only on the following metal ores and alloys:
    Iron, steel, tungsten, cobalt, manganese, chromium, molybdenum, zinc, nickel, copper, bronze, bauxite, and aluminum (the spell adds the tiny amount of carbon and other trace elements to make steel and other alloys). The spell can be worked on a pile of unseparated
    scrap metal and magically separate metals and alloys to create individual piles of pure metals, or put them back together as the desired alloy(s).
    • 100 pounds (45 kg) of raw material per level of experience, with roughly 200 S.D.C. (Conjurers and Earth Warlocks can create twice as much at half the P.P.E. cost). The final product is high quality metal ready for industrial use - construction, smelting, etc. It cannot be used to magically repair finished products such as power and body armor, robots, vehicles, etc., except as raw materials that are taken, retooled and used by manufacturers, operators, builders, etc., to make conventional repairs (soldering, welding, casting, etc.).
    • Mega-Damage Steel can be "recycled" provided M.D.C. metal scraps are available, but at the pitiful rate of 10 pounds (4.5 kg) per spell (not per level), with approximately 15 M.D.C.
    Note: This spell can not be used to tum perfectly good metals/materials, machinery, vehicles, or devices connected to a power source into raw materials, nor tum metal material worn, used or connected to a living being; it must be scrap or raw ore.
  • Protection Circle: Simple
    Range: Radius of the circle.
    Duration: 24 hours; can be reactivated
    Saving Throw: None.
    P.P.E.: Forty-Five. Four P.P.E. to reactivate after the circle's initial
    creation.
    Even as a spell, this invocation might be considered a ritual, for it requires the physical drawing of a circle and symbols while the spell incantation is recited. Chalk or charcoal, or almost any substance, can be used to draw the circle. 45 Potential Psychic Energy points are needed to initially create the circle, but a mere four P.P.E. is all that is needed to reactivate it. Anybody with sufficient P.P.E. and desire can reactivate a Protection Circle. However, if the circle is damaged (scraped, scarred, rubbed out, etc.), it will not function and a new one will have to be created.
    The simple protection circle will protect everybody inside its radius by keeping lesser supernatural creatures five feet away from its outer edge. The creatures can not come any closer, nor enter the circle itself. The circle also provides its occupants with a bonus of +2 to save vs magic and psychic attack.
    Although lesser supernatural beings, including lesser demons, Entities, Ghouls, and Gremlins, can not come near or enter the circle, they can hurl objects, use weapons, or use magic and psychic powers against those inside the circle. Greater beings, such as vampires, Elementals and demigods, are not affected by the simple circle and can enter effortlessly. No bonuses vs magic apply against these powerful beings.

Level 10

    Level 11

      Level 12

        Level 13

          Level 14

            Level 15
              Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
              Current Status
              S.D.C.: 91/91
              Hit Points: 39/39
              P.P.E.: 117/204

              Weapons and Armor worn or carried
              Always On
              • Horror Factor of 12
              • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
              • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
              • Impervious to Shape-Changing/Metamorphosis
              • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

              Saving Throws, Bonuses, and other handy information
              • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
              • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
              • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
              Saves
              Coma/Death: +20%
              Magic (varies): +7, or +10 to save vs. Shadow Magic spells
              Disease: +2
              Lethal Poison (14+): +5
              Non-Lethal Poison (16+): +5
              Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
              Psionics (varies): +5
              Horror Factor (varies): +7
              User avatar
              Érebos
               
              Posts: 106
              Joined: Sat Oct 13, 2018 9:27 pm

              Re: Érebos (Sunaj Shadow Mage)

              Postby Érebos » Wed Jun 26, 2019 10:42 am

              Deeper Character Development (WIP)

              General
              • What emotion best describes your character? Find one primary emotion your character expresses. Try to use a colorful, specific word to describe it. For instance, instead of “angry” you might say “vengeful” or “raging,” or instead of happy you might say “cheerful” or “exhalting.”

                Érebos is an enigma to many; reserved, driven and thoughtful, the man doesn't show much emotion naturally. He sometimes "fakes" it, but if anything, he's the brooding type, rarely revealing his thoughts or feelings unnecessarily.

              • What emotion does your character evoke in others? How do others react to you? Do you impress, scare, calm, excite, or perhaps annoy? Again try to find the most specific term you can. Is this reaction different between friends and enemies?

                To friends and associates, Érebos evokes wonder and curiosity. What is this strange, shadowy magic he wields? What really drives him?
                To foes, Érebos is sinister, foreboding, and "creepy" - instead of wonder, his abilities often result in observers feeling fear and paranoia.


              • What does your character need most? If your character had everything he or she needed, why go on an adventure? Most people’s needs are fairly universal, although they can change over time. Common needs are survival, security, companionship, esteem, romance, family, or wisdom. Consider what your character’s starting needs are, and where you want them to be by the end of the adventure or campaign. It helps to establish this need with the GM, to ensure it fits with the themes of the game.

                Érebos is driven by two things, primarily: a fanatical obsession with the Sunaj obective - which he really believes in (hook, line, and sinker), and acquisition of personal power, especially in the Shadow realm and arts. Of the "common needs" listed above, esteem, survival, wisdom and security are paramount. He is practically asexual (no time for romance games - too much to do!), so romance is not interesting to him at all. At least, he's never found a romantic interest more interesting or compelling than the two objectives outlined above.

              • What is your character’s goal in life? This should be the principle, underlying motivation for everything your character thinks, says, and does. If your character were lying on the brink of death, what makes him or her cling to life? What could your character lose that he or she would consider worse than death? This goal is often broad, and sometimes unachievable. Whatever the nature of the goal, it should be something your character can strive for his or her entire life. The best goals are ones that can be threatened, as they will help create more compelling adventures. Ideas include justice, revenge, protecting loved ones, redeeming one’s self, or gaining some kind of power. When you think of something, ask yourself “why?” to make sure it isn’t because of some larger, more important goal.

                See "two objectives" above. Nearly everything revolves around these two things for Érebos. Specifically, the ultimate goal in terms of gaining personal power would be to become a Shadow Lord. The first step is to learn the pinnacle of Shadow Magic spells, Shadow Self.

              • How does your character believe this goal can be accomplished? Because the goal can often be ideological, the method to achieving it is sometimes equally insubstantial. Your character’s methods should be strongly tied to beliefs (or lack of beliefs), and primarily be a decision of lifestyle. A character bent on revenge might consider perfecting a fighting discipline, while a character devoted to a cause might consider a religious or philosophical doctrine.

                Patience, time, and dedication. Érebos is fully invested and committed to achieving his goals - which are primarily Sunaj domination (including the eventual reclaiming of Atlantis, ultimately) and the acquisition of enough power to be of maximum usefulness to achieving said domination and liberation.

              Background

              • What values does your character hold? Name three things your character considers sacred, and three things he or she is idealogically opposed to. These things will usually stem from a combination of your goals and your personal history. Consider especially where the values came from. Was your character taught these values? Did they develop as a reaction to something your character considered noble or diabolical? Establish lines that your character will not cross in pursuit of his or her goal to add challenge to playing your character.

                Values: Perseverence, loyalty, ambition. Opposed to: imposed "equality"(unrealistic and undesirable), sanctity of life (death is part of the cycle), weakness of will(pitiful).

              Details
              • What are your character’s opinions? Decide upon at least three major aspects of local society and your character’s opinion on them. This could be generalizations such as rich or poor people, more specific areas like a particular political or religious group, or very specific things like a prominent individual or an aspect of the character’s job. Check with your GM for relevant things in the campaign to have opinions about.

                1. The Prometheans: they rule center, but they are so alien that who knows their true motivations? A powerful race, but their possession of phase secrets and technology, and their ubiquitous psionic abilities, are unsettling. At least with the Aerihman, we have cultivated psionics in our clan for a greater purpose!
                2. Thaxus: We're infiltrating one of his groups now. What could the Sunaj want with one of the Megaverse's wealthiest citizens? It's anyone's guess. The man has almost limitless resources and is extremely well connected and hard to "get to" as well. We need to be careful, because Thraxus has the resources and power to find out much - including some of our darkest secrets, if he were so inclined.
                3. Center is truly massive. One could spend a century walking around and exploring it, and still never see the entire area. It is truly unique - and no one (except maybe the Prometheans) knows how it is powered, climate controlled, etc. One wonders what dark secrets lie underneath?

              Player
              • What role does your character fill? Roleplaying is all about the ensemble cast. Make sure you fill a unique role in the party, and you aren’t stepping on anyone else’s toes. Consider your role in the interpersonal relations of the party, your role in combat, what skills your character is best at, and what thematic note your character hits.

                When Érebos was created, he was the only Sunaj in a group that was low on members, and no one knew what the future held in terms of recruiting efforts and group composition. As a result, I "spread out" some of his power, so he's got several potential roles he can fill (no particular order):
                1. Magical support and powers - Shadow Mages aren't so much the "direct assault/combat" mage types, but have strong abilities to support others and conceal activities. They've got some good crowd control as well, and can be deadly when they can control their environment. While not "flashy" by nature - it *IS* "Shadow" magic for a reason, after all - their spells will prove imminently useful in the areas of crowd control (especially at higher levels), concealment/cover for others, infiltration, scouting, and invoking fear/panic in foes.
                2. Sniper/DM/Ranged Doom - I intentionally took multiple skills, laid out a path, and chose equipment with this role in mind. Érebos prefers to remain unseen wherever possible until it's too late. He can handle himself in close quarters combat, but is aware that he is a "squishy" (S.D.C.) creature - especially being around other Sunaj and T-men, many of whom are M.D.C. and have supernatural attributes. He knows where he's most useful, and that is putting his enemies in crosshairs rather than being in them himself.
                3. Pilot (he can pilot any spacecraft - though he doesn't have navigational skills yet)
                4. Armorer I took this skill initially so that he could modify/adjust/maintain his own weapons for Sniping, but can fill this role if need be as well for the group.

                Roles 3 and 4 above are intended as "backup" roles - if the group needs it, I can do it - but roles 1 & 2 are what I had in mind when creating the character and what he's aiming for


              • What is your play style? Do you like heavy character immersion, or attention to detail in the rules, or perhaps you’re especially goal-oriented? Maybe you’re a bit competitive. Do you prefer lots of colorful descriptions, or a quicker framework understanding of situations? Do you speak in your character’s voice? You may not even be aware of your own play style. Keep this in mind as you play so you can better communicate with your fellow players about the direction of the party as a whole, and the course of the adventure. This also helps your GM understand your personal needs at the gaming table.

                As a player, I definitely value attention to detail in rules and other areas. Make a sincere effort! No one is expecting supreme quality with every post, and we all make mistakes - but try. That's one reason I'm doing this post - to help flesh out more of this character.
              Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
              Current Status
              S.D.C.: 91/91
              Hit Points: 39/39
              P.P.E.: 117/204

              Weapons and Armor worn or carried
              Always On
              • Horror Factor of 12
              • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
              • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
              • Impervious to Shape-Changing/Metamorphosis
              • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

              Saving Throws, Bonuses, and other handy information
              • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
              • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
              • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
              Saves
              Coma/Death: +20%
              Magic (varies): +7, or +10 to save vs. Shadow Magic spells
              Disease: +2
              Lethal Poison (14+): +5
              Non-Lethal Poison (16+): +5
              Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
              Psionics (varies): +5
              Horror Factor (varies): +7
              User avatar
              Érebos
               
              Posts: 106
              Joined: Sat Oct 13, 2018 9:27 pm

              Re: Érebos (Sunaj Shadow Mage)

              Postby Érebos » Fri Jul 26, 2019 7:13 am

              Experience Table for Shadow Mage O.C.C.

              1 0
              2 2,601
              3 5,201
              4 10,501
              5 21,201
              6 32,301
              7 47,401
              8 62,501
              9 88,001
              10 112,001
              11 163,001
              12 222,001
              13 295,001
              14 395,001
              15 495,001
              Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
              Current Status
              S.D.C.: 91/91
              Hit Points: 39/39
              P.P.E.: 117/204

              Weapons and Armor worn or carried
              Always On
              • Horror Factor of 12
              • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
              • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
              • Impervious to Shape-Changing/Metamorphosis
              • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

              Saving Throws, Bonuses, and other handy information
              • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
              • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
              • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
              Saves
              Coma/Death: +20%
              Magic (varies): +7, or +10 to save vs. Shadow Magic spells
              Disease: +2
              Lethal Poison (14+): +5
              Non-Lethal Poison (16+): +5
              Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
              Psionics (varies): +5
              Horror Factor (varies): +7
              User avatar
              Érebos
               
              Posts: 106
              Joined: Sat Oct 13, 2018 9:27 pm

              Re: Érebos (Sunaj Shadow Mage)

              Postby Érebos » Wed Sep 04, 2019 10:00 am

              NPC Instructions

              Érebos is reserved and cautious - paranoid, in some cases - but driven and ruthless when it comes to his enemies. He enjoys causing fear in his opponents and exploits shadows and darkness at every opportunity.

              He feels a strong kinship with Az Rael and, to a lesser extent, Alvidan, his Sunaj brothers-in-arms. He isn’t sure what to make of Bryke - the inscrutable Promethean makes the Shadow Mage uneasy - but Bryke is slowly growing on him.

              He is 100% committed to Sunaj ideology and will not, under any circumstances, betray them or their overarching goals, regardless of the cost.

              He likes to utilize his Shadow Magic (especially if he can remain unseen or strike from the shadows), both to confound and confuse, and to terrorize his opponents. He also likes to stay hidden and casts "buff" spells to enhance his stealth when able to.

              In combat, Erebos will rely on a combination of magic and mundane combat skills. He prefers not to fight in close combat when able to avoid it, as he realizes it isn't his main forte - but he can handle himself if he gets into it (neuro-dusters for knockout, Shade Sword, ninjitsu combat and escape skills).
              Érebos, AKA "Nicodemus Obelius", AKA "Shroud"
              Current Status
              S.D.C.: 91/91
              Hit Points: 39/39
              P.P.E.: 117/204

              Weapons and Armor worn or carried
              Always On
              • Horror Factor of 12
              • Recognize Vampires by Appearance: 10% per level of experience. +10% bonus to recognize Secondary Vampires, +30% bonus to recognize Wild Vampires, -30% to recognize Master Vampires unless openly flaunting its power and demonic nature.
              • Friend of the Shadows: Denizens of the Shadow Realm see the Shadow Mage as one of their own, and will not attack him unless directly commanded to do so by a Shadow Wraith or Shadow Lord (or unless the Mage attacks them first).
              • Impervious to Shape-Changing/Metamorphosis
              • Can sense the presence of ley lines up to 5 miles away, nexus point up to 10 miles, and sense an open/active Rift up to 20 miles away. Can tell when there is more than one ley line or nexus within their sensing range, but are unable to pinpoint the exact location. They know the general direction and whether it is closer or farther away, weak or powerful, and if a Rift is opened.

              Saving Throws, Bonuses, and other handy information
              • Bonuses while in Shadow or Darkness: +2 to Perception Rolls; +1 to Strike, Parry and Dodge; +3 to save vs. Shadow Magic spells; impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension; and is never afraid of any kind of darkness (feels at home and safe in darkness). Heals injuries at 1d6 per hour of rest or meditation.
              • Penalties and Vulnerabilities: -2 Spell Strength when cast in areas of bright artificial light or sunlight (with no shadow to cast in), and all spell effects, range, damage, duration etc. of Shadow Magic are reduced by half. -2 to Perception Rolls and initiative, -5% on skill performance when in daylight, overcast (without shadows), or exposed to bright artificial light. Vulnerable to silver! Any kind of silver blade or bullet does double damage. Over time, some Shadow Mages (5% chance per level- not allergic @ level 1, roll again next level!) become allergic to sunlight and suffer from headaches and nausea when exposed to it for more than one hour (-15% to skill performance, reduce speed 20%, -1 melee attack and -1 on all combat bonuses).
              • Speed: Érebos runs at 700 meters per minute, 175 meters per melee round, 26mph! Can run at half that speed for up to 12 miles before fatigue, or 1/3 that at full speed before collapsing.
              Saves
              Coma/Death: +20%
              Magic (varies): +7, or +10 to save vs. Shadow Magic spells
              Disease: +2
              Lethal Poison (14+): +5
              Non-Lethal Poison (16+): +5
              Insanity (12+): +7, and impervious to insanities involving darkness, shadows, or the denizens of the Shadow Dimension
              Psionics (varies): +5
              Horror Factor (varies): +7
              User avatar
              Érebos
               
              Posts: 106
              Joined: Sat Oct 13, 2018 9:27 pm


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