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Shimmer
When chosen as your Primary Species, gain each of these features.
If Full-Blooded: Gain Immunity to and +1 damage with Radiant.
Radiant Body: Gain 6 Radiant Reduction. Vulnerable to Necrotic.
Radiant Attuned: Reduce the DL to Manifest Radiant abilities by 2.
Brilliant: Gain +2 on Aid rolls and do not become Blinded by Light.
Short Stride: Have a starting Movement Pool of 4.
Language: Angelic
SizeHeightWeightAdventure AgeOld AgeSage Age
-1 4'2" - 4'10"40 - 55 pounds20 years120 years480 years
Bright. Positive. Pertinacious. Shimmer are innately attuned to Radiant energy. They light the path both metaphorically and physically.
History
The Human-Dragon war sparked the foundation of the first paladin order. The order of Truth. Their founder, a Human veteran of the war, worked with a Goblin scholar in study of the Materia. Together they created the instructions for the creation of a creature infused with radiant energy for the purpose of guiding and protecting Humanity. Though, they never managed to complete the process.
An Angel used their notes to finish the project during the Undead Rising. The result was the Shimmer, who were instrumental in the survival of living creatures. In the centuries since then, Shimmer have remained prominent in religious orders and among healers.
Shimmer inspired starkly opposite reactions from Shade, with whom they are at odds frequently throughout history.
Culture
Shimmer inspired starkly opposite reactions from Shade, with whom they are at odds frequently throughout history. They are received openly by society and are a common sight in temples. They exude a contagious optimism. Shimmer often hold the good of others in higher regard than themselves. They live austere lives and value submission to proper authority, usually the will of the gods and laws of the country.
Physicality
Shimmers have shades of golden skin and long hair of a pure white. Their silver eyes glitter with refracted light.
Physical Heritage
Golden tints to the skin and silvery eyes are common in those with Shimmer ancestry.
"You ask how I maintain hope in times of uncertainty? I say hope cannot exist without uncertainty. As long as you draw breath, you have a choice. I choose to see uncertainty as a gift. I can’t guarantee things will work out well, but I also can’t guarantee that they won’t. Am I to choose to give up? To make defeat certain? No. I will choose to hope. Now, let go slay some zombies."
-Iphon, Shimmer paladin
Root Abilities - If Shimmer is your Primary Species, you may learn 1 of these during character creation by assigning AP.
Mobile Space
Trick
Warp in 3 range. You cannot Manifest this ability until the end of your next turn.
Range Self
Blink Shimmer appear fuzzy to others as they constantly shift fractions of an inch.
Hope Order Spiritual
Aspect - Charisma
As a creature in Reach would pay an Energy, Grit, or Resolve cost, you can pay any part of that cost for them. Increase the Tier of any light originating from your space by 1.
Guiding light Shimmer are adept at creating bright light. It is also rumored that they bond a faint empathetic link with those they are close.
Curative Hero Hope
Trick
1 Resolve: Heal 2 Energy.
Resolute Shimmer channel their psyche to bolster themselves against hardships.
Body Radiant
Aspect - Form
Shrink 1 size. Gain a set of Wings and Flight with Wings as a Secondary Movement type. Your wings become Mystical Strike Type and gain Blinded, Guard 1, and Radiant.
Twinkle Shimmer are smaller, but have wings manifest from pure radiant energy.
Species Abilities - If Shimmer is your Primary or Secondary Species, you may learn these by assigning AP.
Hero Mind Order
Aspect - Charisma
Gain 1 + TT/4 Reduction to damage against your Resolve from abilities and objects.
Boost: Req: Trained 6 Times - Reduce your DL to heal Resolve by 1 + TT/3.
Radiant Senses
Trick
1 Resolve: Attack with Nature to cause Tier 1 + TT/4 Blinded.
Range Burst 1 + TT   Defense Observe
Boost: For 1 round, increase the light Tier in the area by 1.
Tactician
Response
As target Ally rolls defense, Aid their defense.
Range Reach
Boost: Roll 1d12 to heal 1 Minor Action, DL 9 - TT.
Senses Spiritual
Aspect - Charisma
Treat curses as having a smell Magnitude equal to their Craft Tier. If you exceed the smell DL by 3, know the Groups in the Requirements. Exceeding the DL by 6 knows how long the target has been affected. Exceeding the DL by 9 allows you to recognize the smell of the caster.
Boost: As you roll defense against a curse, you can pay up to 2 + TT Resolve to gain an equal bonus on your defense.
Mind
Aspect - Charisma
Gain +1 + TT/4 on Poise Influence rolls.
Boost: Gain +1 + TT/3 d12 on defenses against effects that cause Enraged.
Hope Mind
Response
1 Resolve: After a Knowledge or Research roll, gain +1 + TT/4 on the roll.
Boost: Req: Trained 3 Times - Instead, reroll.
Radiant
Trick - Infusion
Increase the Light Tier by 1.
Range Aura 3 + TT   Duration 1 + TT minutes
Boost: Req: Trained 3 Times - Gain 6 Necrotic Reduction.
Curative Hope
Response
After taking a Serious Injury, heal 2 + TT/2 Resolve and Grit.
Boost: Heal 1 Energy.
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Yitzi Santer: Creator | Clinton Menezes: Lead Developer | Travis Almon: Lead Writer
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