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It's a well-known fact to science that being hard to see is completely awesome. Take ninjas for example: total pain in my ass, but their sheer radness is higher than any of my instruments can even measure.
Shadow is the class of stealth, allowing its users to pass unseen and unheard. As a problem-solving tool it has an extremely high amount of versatility, serving to cement its popularity for adventurers in almost any campaign world. Certain abilities (such as Invisibility in particular) might require special dispensation from your referee before you can take them.
Movement | plus-circleClamber: You have the ability to climb up and down surfaces roughly equal in difficulty to a rope or rough stone wall. minus-circleVulnerable: While you are climbing, you have an impairment to your movement and attackers gain +2 damage against you with all forms of attack. |
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Protection | plus-circleSoft Landing: Falling damage (1 point per 3 meters fallen) is applied to your Flow first instead of directly to your Endurance. | |
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caret-right | Alternative | plus-circleParachute: You can choose to completely negate all damage from a fall of any height. minus-circleThey Cost Money Tho: Completely negating all fall damage costs 1 point of Supply. |
Movement | plus-circleIgnore Difficult Terrain: You ignore difficult terrain (sticky mud, deep snow, shifting sand, etc) by just walking across its surface without sinking in. You take no impairment to movement when on difficult terrain and enemy attacks against you do not get the normal +2 damage bonus. minus-circleLand Only: This benefit only applies to land-based difficult terrain- if you're swimming through water-based difficult terrain like thick weeds or whatever you still have to suffer the downsides. |
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