ACUTE SENSES
3-point Quality/Drawback
Characters with this Quality have one sense that is more refined and sensitive than the rest. In game terms, there are four (rather than the normal five) senses: Hearing, Scent/Taste (they use the same receptors, so they are bundled up into one sense), Touch, and Vision. Acute Sense gives your character a +3 bonus to any PER-related roll that relies on that sense.
ALLIES
Varies
Your character does not necessarily have to be alone in the universe. During character creation you can purchase allies for your character, whether they be friends, mentors, parents, or even rivals. Unfortunately, the identity of these characters is not up to
you, the player. Nothing in Shadow is certain, and someone who presents as a loyal friend may in fact be a deadly enemy, and someone who seems hostile may be a close but unknown relative. The gamemaster gets to decide the identity of each of your allies, but will not make it obvious about who it is, and may even lie outright to you or your character.
Ver mensagem 9.
AGE
3-points/level Quality
Each level of Age adds one century to your character’s life span. Truly ancient beings (a millennium old or older) have ten or so levels of Age, and are extremely powerful. The Age Quality only refers to periods during which the character was active. Many supernatural beings have long periods of “down time,” times when they were in stasis, slumber or hibernation. Each Age level grants one point per level of Intelligence to put into skills, to a maximum of four per level. Age is not without its downside though. Over time, enemies and secrets are accumulated, and these always seem to outlast friendships and renown.
AMBIDEXTROUS
2-point Quality
Ambidextrous characters can use either hand with equal proficiency and can often coordinate two separate tasks with each hand. This Quality eliminates the -3 penalty for using your off hand.
ARTIFACTS & CREATURES
Varies
During his travels, the character found, stole or was gifted with an item or creature of power. These are not regular magic swords or flying horses, for these would have their abilities limited to their native Shadows. The artifacts and creatures covered by this Quality draw power from sources that exist across Shadows and, as such, provide their benefits almost everywhere. These need to be worked out with the GM. Note that as technological complexity rises, the ability to have an artifact function everywhere in creation becomes progressively smart. The same applies to creatures in regard to their biological uniqueness. There’s a reason shadowalkers use swords and horses, instead of disintegrators and flying cars.
ATTRACTIVE/CHARISMATIC
1-point/level Quality or Drawback
Despite its, this Quality does not reflect physical attractiveness only, but rather charisma, personality, etc. The average being has an Attractive of 0, with it typically ranges from -3 to +3 in humans.
EIDETIC MEMORY
1- or 2-point Quality
Your character has an uncanny ability to remember certain impression events or visions. After focusing for a few moments on some subject, he can recall this sight with startling accuracy. A person with the one-point version of this Quality can “freeze” an image in his mind (a static image like a page or a stop-action scene from the movie that is “life”) and recall it with precision at a later time. This is the limit of his capacity though; once three images are “recorded” a new requires the displacement of an old one (character’s choice). We recommend that you write down the circumstances of your character’s mental “snapshot” so your Director has a good reference when you ask that detailed question several sessions later. Otherwise, he should fill in any details that you can’t remember whenever it is necessary. Your Director may also require an Intelligence (doubled) or skill (say, Art for drawing) roll to accurately reproduce the memory in a form that others can recognize or use as a basis for research. The number of Success Levels in that roll reveals the accuracy of the reproduction.
- Photographic Memory: By spending two points, the character gains a much deeper retention of his experiences. After reading a book, he can quote passages without missing a word. After viewing a scene, he can reenact it movement by movement. And he almost never forgets anything. As with Eidetic Memory, your Director will fill in the details but the scope and “memory storage” is essentially unlimited. Your character receives a +1 bonus to any skill roll where memorizing facts is useful, such as Knowledge and Science. Finally, any rolls where memory plays a significant part gain a +1 to +3 bonus, at your Director’s discretion. A battle of wits (or at least memory) against this gent is as smart as getting into a land war in Asia (and much more risky than going against a Sicilian with money on the line).
FAST REACTION TIME
2-point Physical Quality
Most people freeze when something bad is about to happen, but not someone with this Quality. In combat (magical or mundane) or other physical confrontations, characters with this Quality gain a +5 bonus for Initiative purposes unless they are caught completely unawares, such as being surprised or asleep. Because they are fairly immune to the “freeze” factor in dangerous situations, Fast Reaction Time chaps also gain a +1 bonus on Willpower Tests to resist fear.
HARD TO KILL
1- to 10-point Quality
Characters with this Quality are tougher than nails (and presumably much bigger). Even after they are severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level five is the highest possible for human beings; aliens can have more levels. Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, each level provides a +1 bonus to Survival Tests.
ICONS
3- or 5-point Quality
Icons are powerful artifacts that allow instant communication and transport across Shadow. They can be drawings, paintings, tapetries, sculptures or any other pictorial representation. By gazing intently at the icon, the user can open a mental connection to the person or creature and communicate mentally with her. When this happens, the likeness in the icon will be substituted by a mystical window to the being depicted in it. If the receiver of the mental call allows it, the caller can step through the gate. If the icon depicts a place, activating it will automatically create a gate to that location. An active icon – one that links to a living entity or existing place – can be identified by its cold feel to the touch. Most people-icons in existence feel warm, meaning that those depicted in them no longer live.
The most recognizable icon is a trump. These Tarot-like cards are rare artifacts and, consequently, highly prized by shadow travelers. Finding one is considered a sign of extreme luck and they can fetch high prizes in the appropriate markets. However, for the same reasons, trump users have to be attentive at all times, lest they lose their valuable possession to opportunistic thieves.
An immovable or hard to transport icon costs 3 points. A trump or other portable icon costs 5 points.
LUCK
1-point/level Quality
Each level of Luck counts as a +1 bonus that can be applied to any roll, after the die is cast, once per game session. Multiple levels can be added together for a big bonus on one roll, or spread around several different actions. For example, if your character has three levels of Luck, he can get a +3 bonus on one action, a +1 bonus to three actions, or a +2 bonus for one and a +1 bonus for another.
NATURAL TOUGHNESS
2-point Physical Quality
This character is thick skinned, and we’re not talking about his attitudes. He has four points of Armor Value against blunt attacks such as fists, truncheons, and the like. Stab and slashing attacks are unaffected. This Quality is common among professional pugilists, bouncers, and bodyguards.
NERVES OF STEEL
3-point Mental Quality
A character with this Quality is almost impossible to scare. Whether he is too dumb or too stubborn is open to question, but he remains unruffled even in the face of unspeakable horrors. The character gains a +4 bonus to all Fear Tests and is immune to Natural Fear, though Supernatural Fear is still enough to somewhat unsettle them.
PERSONAL SHADOWS
Varies
The character has claimed a Shadow his "home". He can find a Shadow after the game ha sbegun, but then getting something exactly like je wants may need a lot of work. BY buying it with this Quality, he gets a lot mor econtrol. A personal Shadow bought with points becomes part of the character's portfolio, entwined with his fate and the campaign.
Ver mensagem 8.
PODERES
Varies
Sombrarilhos podem manifestar diversos poderes. Esses são alguns deles, mas há outros. O spoderes estão descritos no tópico
Sistema.
- Shadowalking (gratuito para a campanha): a habilidade de se mover pelas Sombras e alterá-las levemente
- Sorcery (15 pontos): feitiçaria que funciona em todas as Sombras
- Cantrips (5 pontos): efeitos mágicos menores
- Shapeshift (15 pontos): mudar de forma
- Psychic (variado): diferentes disciplinas da mente
RESISTANCE
1-point per level Quality
This ability allows your character to fend off the effects of a particular type of harm. Each different type of Resistance Quality must be purchased separately. Some examples are presented below, but others may be devised by you or your GM.
- Paranormal: The character can subtract her Resistance level from any psychic or spellcasting rolls that target her directly (telekinesis, curses, lightning bolts, and so on). At your Director’s option, this may be two different Qualities—one for psychics and one for magic.
- Pain: Each level of this Quality reduces the penalties associated with severe wounds, and adds to Willpower and Constitution rolls to stay conscious when severely injured (see p. [?]). This doesn’t help Survival Tests, however (use Hard to Kill for those).
- Poison/Disease: Your character has a cast-iron stomach and a overactive immune system; add the level of this Resistance to any Constitution rolls to resist the effects of poison or disease. At your Director’s option, this may be two different Qualities—one for poison and one for disease.
SITUATIONAL AWARENESS
2-point Quality
The observant almost always know what is going on around them, and can react with uncanny quickness if necessary. This character gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. It’s also very hard to sneak up on this character or surprise them, -2 to any other character or monster’s attempts to do so.
YGGDRASIL BRANCH
2/4/6 points
The World Tree sits at the center of creation, or so it is said. Its many branches extend out to infinite Shadows, and, starting from its roots, one can find a shadowpath to anywhere in the omniverse. This property is innate to its plant matter, so that possession of a piece of Yggie (as it is popularly known) makes it easier to find shadowpaths or even shadowalk, if one were to have this legendary ability. It is rumored that Yggdrasil’s appendages might have other occult powers waiting to be rediscovered. A twig of Yggdrasil grants +1 to rolls related to Shadow travel and costs 2 points. A wand-sized piece gives +2 and costs 4 points. A branch the size of a staff gives +3 and costs 6 points. This assumes the character came into the possession of Yggie’s branch through a consensual arrangement with the World Tree or someone who had one with it. If your piece was acquired through less honorable means, shave one point off the cost, but know you will have
problems.
This message was last edited by the GM at 20:32, Fri 28 Feb 2020.