- Spend 1 Willpower to grant up to five nearby allies Willpower this round.
Shade
Rogue
Fellowship Generated sheet, not saved · Seed 410 (Id) · Alpha, Adventuring · level 18 placeholder from Mythril · Heroic by default · generated traitsPerks
- Gain +5 to all Athletics, Constitution, and Resolve Saves.
- Increase your base movement speed by 5 meters.
- All physical skills gain +2 to their level cap.
- Cannot take another "Mastery" Perk.
- Always reroll 1's and 2's on stealth tests.
- When the party is making a group stealth test, up to three allies gain a free re-roll.
- Gain +5 to relevant knowledge tests involving survival, animal handling, navigation, traps, tracking, rope use, hunting, cooking, etc.
- Once per round, take a 2 meter step. This can avoid area of effect abilities or attacks of opportunity.
- Can be performed on your turn or as an interrupt / reaction.
- Once per turn, a movement you make can ignore all attacks of opportunity.
- Gain +3 defense.
Powers
- Add +2 to Athletics, Combat, Constitution, Ranged, and damage tests.
- Reduce a source of damage taken by 2.
- Improved vision. Add +5 to visual-based perception tests.
- Can see clearly even in low light or pure darkness.
- Gain immunity to unwanted light effects, such as blinding exposure.
- Ignore visibility penalties from fog, smoke, rain, sandstorms, silt, and similar visual impediments.
Requires Power: Chi: Physical
- Gain +1 Defense.
- You react instantly to danger, allowing you to act on surprise rounds.
- Avoid a thrown attack or physical hazard that you are aware of.
- Can be spent retroactively to convert a failed evasion into a successful one.
- If the damage cannot be fully evaded, you instead evade as much as is theoretically possible.
Requires Power: Chi: Physical
- Add +5 base movement to your speed.
- Accelerate and decelerate instantly.
- Make an additional movement this round.
Requires Power: Chi: Physical
- You can split your movement before and after your action.
- Make an additional action other than movement this round.
- Ignore Attacks of Opportunity (but not Readied Attacks).
- Magical detection, identification, marking, scrying, and tracking effects fail against you.
- This also applies to detection-based enchantments, such as alarms.
- Magical powers receive false intel about you, at your discretion.
- e.g. telepathy, status identification, and other magical senses misdirect the caster.
- You can choose the false details, but it cannot materially exceed your power level.
- While active, sounds within your aura are silenced.
- Stealth tests based purely on sound automatically succeed.
- Gain advantage on mixed stealth tests, where sound is partially relevant.
- Observers cannot hear you. They suffer disadvantage on mixed stealth tests.
- Improved hearing. Add +5 to sound-based perception tests.
- Can filter and isolate unwanted sounds; e.g. eavesdrop across a room.
- This can overhear hushed conversations within medium range in line of sight.
- Cannot be Deafened. Ignore penalties from unwanted noise.
Requires Power: Chi: Hearing
- Move your source of hearing up to long range.
- Your second source of hearing can pass through matter.
- This power can be resisted by anti-scrying and warding enchantments.
Requires Power: Chi: Physical
- Fully heal your HP whenever you take a long rest.
- Recover 5 HP, even in the moment your Death Threshold is hit.
- This ability can regenerate missing limbs, shattered spine, lost organs, etc.
Traits
Seeks the unknown.
Has people who obey, support, or rally behind them.
Has a known public identity or record.
Struggles to stay still or leave things alone.
Equipment
12 Defense; refined magical armor that counts as unarmored.
Blade Proficiency; short curved sword suited to ships and close quarters.
General travel gear for dungeoneering, errands, and field work.
Tools for navigating, marking, and working through confined underground routes.
Creates a very loud series of pops and bangs.
Recipient-specific recovery of physical health and stamina
Creates a 10m area of dense smoke, obscuring vision for tactical retreats or ambushes.
Glass orb whose wisps point toward concentrations of sapient Prana.
Absorbs the sound and vibration produced by footfalls.
Attuned users can sense where the Tetherstone is.
Concealable blade that severs magical effects and spell control.
Notes
No notes.