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Shade
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to and +1 damage with Necrotic.
Darksight: Treat Tier 0 light as Tier 3.
Necrotic Body: Gain 6 Necrotic Reduction. Can be affected as if Undead. Gain +2 on defense against Diseases of the Body. Vulnerable to Radiant.
Necrotic Attuned: Reduce the DL to Manifest Necrotic abilities by 2.
Short Stride: Have a starting Movement Pool of 4.
Language: Demonic
SizeHeightWeightAdventure AgeOld AgeSage Age
-1 3'6" - 4'4"30 - 45 pounds15 years75 years300 years
Ominous. Cynical. Shifty. Born of shadow and distant kin to death. Shades embody necrotic magic and nightmares.
History
Within the noble towers and elegant halls of the Elves hid Nefarious souls. Elves who responded to the soulcrafting ritual with the creation of the Shade. To counter the conquest at the hands of Humans, and their adversaries within the Elven leadership, the first generation of Shade were used to spy and assassinate. The discovery of their species took far longer than their kin among the magic born. It took careful planning to capture one who attempted assassination of a Human leader to prove their existence definitively.
Most Elves to this day deny being the creators of the Shade, and probably believe that themselves. Shade were despised and feared by the other species after their eventual discovery. And their reputation has gotten little better since.
Culture
Shade are a naturally cautious and suspicious people. Most eschew authority, valuing freedom and independence. The ends justify the means to most Shade. These views bolster the common opinion that Shade are universally evil. Even the rare Shade who joins a guard force, monastery, or hospital live under constant suspicion.
Physicality
A thin veil of smoke envelopes the dark skin of the Shades. This smoke faintly trails behind their limbs when they move. Their eyes are a solid blood red. Their skin seems to soak up light, while their eyes reflect it, giving them an eerie appearance while in darkness. If one manages to see them at all.
Physical Heritage
Shade blood causes blood red eyes, faded opacity to the skin, or faint smoke that trails behind limbs.
"Your kind rob us with your taxes and kill any who speak against you, yet I'm the criminal?"
-Whendelmere, the Shade crime lord, to a blackmailed guard
Root Abilities - If Shade is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Decay Necrotic
Trick - Elemental
1 Resolve: Attack with Endure to deal 1 Necrotic damage. If this effect causes Injury, heal 1 Grit.
Range Burst 1   Defense Nature
Being in the presence of these shades comes with an ill feeling.
Body
Aspect - Form
Gain Immunity to Trauma and Devastating and Vulnerable to Radiant.
This variant has an even greater attunement with necrotic energy. They have a semi-substantial body made partially from shadow.
Umbral
Response
1 Resolve: When an attack that does not deal Radiant damage would succeed against you, roll Elude to Phase during the attack, DL 9.
Parts of this variant’s body seem to fade from physical to incorporeal shadow.
Body
Aspect - Might
Do not gain Exhausted from not getting enough Recovery.
This variant is hard to distinguish from the base form. They have skin that is speckled with white spots, although this is hard to see through their shadow veil.
Species Abilities - If Shade is your Primary or Secondary Species, you may learn these by assigning AP.
Athlete Mobile
Aspect - Finesse
Gain +1 + TT/2 on Balance rolls and defense against Hinder Movement.
Boost: Balance does not use an action.
Despair
Talent
Attack to cause Tier 1 + TT/3 Frightened.
Range Burst 1 + TT   Defense Poise
Boost: Req: Trained 6 Times - On success, also cause Tier 1 Paralyzed.
Body Shadow
Aspect - Finesse
Gain +1 + TT on Escape and Squeeze rolls.
Boost: Reduce the Tiers of Encumbered you gain from Squeeze and Crowded by 1 + TT/3.
Shadow
Aspect - Finesse
Gain +1 + TT/3 on Stealth rolls.
Boost: Req: Trained 3 Times - You can increase the Tier of Concealment gained from Stealth by 1 more than the Concealment you are benefiting from.
Body Mobile
Talent
Move up to 2 + TT spaces. Phase during this movement.
Boost: This movement does not have any Movement cost.
Necrotic Space
Trick - Illusion
Onlookers treat light as 1 + TT/4 Tiers lower for seeing you.
Range Self   Duration 1 minute
Boost: Req: Trained 3 Times - 1 Resolve: Warp up to 3 + TT spaces to an area of Tier 2 or lower light.
Mind
Aspect - Wit
Gain +1 + TT/2 on Social Knowledge rolls.
Boost: Gain +1 + TT/3 on Influence rolls while making a threat or bribe.
Shadow
Trick - Illusion
Become Invisible with Dispel Defense 6 + TT/2. If you use an action, this effect ends.
Range Self   Duration 3 + TT - prior successes rounds
Boost: The first 1 + TT/4 actions you use do not end this effect.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
Merch Store ~ The Team
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