EditShadow
EditShadowy Build-up
| Shadowy Build-up | | Recharge: * | Stress: 1;  | | Shadow, Ongoing | | Shadow Mastery (Wp) | If you are engaged with an opponent add to your dice pool. | | This card remains in play while it has recharge tokens on it. When you make a successful Shadow Mastery based attack, after you have calculated the damage for that attack you may remove up to SR # of recharge tokens from this card to add +1 damage per recharge token to the final total. When no tokens remain, return this card to your Action deck. | | 1: Add SR # of recharge tokens to this card, +1 recharge token per success and boon. | | !: Add SR # of additional recharge tokens to this card. | | ++: Recover 1 stress | | -: Suffer 1 fatigue | | ??: The power build up is too much for you to handle; you suffer SR Wounds. |
EditShadowy Deflection| Shadowy Deflection | | Recharge: (6-SR) | | Fortune: 1 | | Shadow, Deflect, React | | Prereq: Shadow Mastery trained | | You deflect an attack away with a shield of darkness. | | If you have been declared the target of an attack, you may play this card. | | Remove SR # of characteristic dice from the attack's dice pool. If no characteristic dice remain the check automatically fails and the attack has no effect. | | | | | | | | | | |
EditShadow Cloak| Shadow Cloak | | Shadow, Passive | | Prereq: Shadow Mastery (Wp) trained | | This card is always considered to be in play. | | You are resistant to the sapping power of shadow manipulation, and are much stealthier. | | You have Fearless (SR) | | You have +(SR x 2) Soak vs. Shadow based attacks. If you Soak all the damage from a Shadow based attack, you do not take an automatic Wound. | You add SR # of to your Stealth dice pools. | | SR3: You are immune to the Exposed condition. | SR5: You add SR # of to your Skulduggery dice pools. |
EditInky Aura| Inky Aura | | Recharge: (4+SR) | Stress: 1; | | Shadow, Aura, Ongoing | | Prereq: Shadow Mastery trained | | You create a visible shield of shadowy armor that protects you and also frightens your opponents. | | You gain +SR DEF while this card is recharging. | | You gain Fearless (SR) while this card is recharging | | You gain Fear (SR) while this card is recharging | | While this card is recharging, anyone that is engaged or becomes engaged with you gains the Frightened condition for (SR+1). If you become disengaged and later reengage the condition is applied again. | Inky Negation: As a Facilitator costing 2 creation points or advances, when an opponent assembles a dice pool vs your DEF you may choose to remove from the opponent's dice pool instead of adding . You may do this multiple times. If there are no Characteristic dice remaining in the opponent's dice pool their check automatically fails. |
EditShadowy Obfuscation| Shadowy Obfuscation | | Recharge: (1 + SR) | | Stress: 2 | | Shadow , Ongoing | | SFX: Shadow (Wp) | | If you are not impeded you may play this card as an action. | | 1: You fade from view; not entirely invisible; merely semi-transparent or occluded. | While this card is recharging you add SR # of to your Stealth dice pools. | | SR1: while this card is recharging you gain +1 DEF | | SR4: while this card is recharging you gain +2 DEF | | If you have Stealth trained, add 1 recharge token to this card per time you have trained Stealth. | EditShadow Control| Shadow Control |   | | Shadow, 1 Turn to activate, Persisted thereafter | | Shadow Mastery (Wp); Special | | If there are shadows within Medium range you may play this card. Difficulty will vary based upon circumstances and specific usage. | 1: you may control shadows within (SR x 100) square feet of you (or SR x 10 square meters), causing them to move, form shapes, darken or lighten, and so forth. You may gain Fear (SR) for the duration. You may darken shadows causing everyone in the affected area to add SR # of to all checks that are based on being able to see. Everyone outside of the affected area adds SR # of to see into the affected area. You are immune to this effect. | | Each additional success or 2 boons adds +100 square feet (or 10 square meters). | | 1: you may cancel all shadows within (SR x 100) square feet of you (or SR x 10 square meters). You may reduce the rating of any Shadow Stunt used in the affected area by SR; if the rating is reduced to 0 or less the effect is nullified. |
EditTenebrous Tendrils| Tenebrous Tendrils | | Recharge: * | | Stress: 1 | | Shadow, Persisted | | Shadow Mastery (Wp) vs Target Athletics (Str) | | If there is an opponent within Medium range you may play this card. Grabbed opponents can attempt to break free as an action with an opposed Strength check, or an effect that explicitly frees them from impediments. | | 1: you wrap the target in a shadowy tendril with (SRx2) Strength, effectively grabbing them. While you persist this Stunt or until the target manages to break free with an opposed Strength check, you continue to maintain the grab. The grabbed target is considered to be impeded, and cannot disengage from the tendril or perform any movement maneuvers until they break free or you stop persisting this Stunt. | 3, 5, 7, 9: You may attempt to affect an additional target within Medium range by making a Shadow Mastery (Wp) vs Target Athletics (Str) check vs each target. Each additional target adds a cumulative to your checks and costs 1 additional stress. Each grapple is treated as a separate effect but you can persist all of them simultaneously. | | When you stop persisting this Stunt, put (10-SR) recharge tokens on this card. |
EditShadow Claws| Shadow Claws | | Recharge: (4+SR) | | Shadow, Ongoing, Claws | | While this card is recharging you gain Fear (SR) and +1 DEF, and you form frightening claws of shadow stuff around your hands. You may also have claws on your feet if you wish. | | Your Shadow Claws have a Damage Rating equal to SR and a Critical Rating equal to (9-SR). | | I.e., if you had SR 5 your Shadow Claws would have DR5 and CR4. | You can attack with your Shadow Claws using the Melee action or an equivalent Stunt where noted. Attacks with Shadow Claws add  to your dice pool, and add the following result lines: | | +: if you hit, the target must make a Discipline (Wp) check vs SR difficulty or gain the Frightened condition for (SR). | | !: Your Shadow Claws have +1 DR this usage; usable multiple times. | | ?: Your Shadow Claws have -1 DR this usage; usable multiple times. |
EditShadow Step
| Shadow Step | | Recharge: (5-SR) | | Stress: 1; | | Shadow | | Shadow Mastery (Wp) | You fade away and reappear elsewhere. If the area where you are or the area where you are moving to are brightly lit add  to your check. | | 1: You may move yourself anywhere within +SR movement maneuvers without passing through the intervening space. | | ++: you may make a Stealth (Ag) vs Observation (Int) check to prevent opponents from realizing where you have moved to. | | SR5: This Stunt is equivalent to a Movement skill for basic movement needs such as traveling around a few city blocks. However the stress cost makes it impractical for long distance travel. Application of the Stress-less Facilitator to this Stunt addresses this problem and makes Shadow Step usable as if it were Teleportation (Dimensional Hop), using Shadow Mastery (Wp) for any necessary checks. It is also still usable as a Stunt for its stated effect. |
EditShadow Fist
| Shadow Fist | | Recharge: 0 | |
| Shadow | | SFX Shadow (Wp) vs Target Def | | If you are engaged with an opponent you may play this card. | | 1: you hit for SR + Strength + # of successes damage and the target must make a Discipline (Wp) check vs SR difficulty or gain the Susceptible condition for (SR). | | ++: If the target becomes Susceptible, they also suffer 1 Grit immediately. | | ++: If the target becomes Susceptible, they also suffer 1 Grit immediately. | | -: Suffer 1 fatigue. | | !: The target gains the Frightened condition for (SR). | | ?: You gain the Imperiled condition for (5-SR). | EditShadow Spear
| Shadow Spear | | Recharge: (9-SR) | Stress: 1;  | | Shadow | | SFX Shadow (Wp) vs Target Def; Prepare; Extreme Range | If you are engaged with an enemy, add to your dice pool. | Add SR # of to your dice pool. | | 1: you hit for (SR x 2) damage with Pierce (SR). | | 4: you hit for (SR x 2) damage with Pierce (SR x 2). | | +: The target must make a Discipline (Wp) check vs SR difficulty or gain the Susceptible condition for (SR+1). | | ++: The target must make a Discipline (Wp) check vs SR difficulty or gain the Lulled condition for (SR). | | +++: The target must make a Discipline (Wp) check vs SR difficulty or gain the Blinded condition for (2). | | -: -1 damage; this can be used multiple times. | | !: Add 1 recharge token to any condition granted by this action. | | ?: suffer (8-SR) stress |
EditShadowy Envelopment
| Shadowy Envelopment | | Recharge: (7-SR) |  | | Shadow | | Shadow Mastery (Wp) vs Target Defense; Long Range | If an opponent is within Long range you may play this card. If you are engaged with an opponent or targeting an opponent at Long range add . Entangled opponents can attempt to break free as an action with an opposed Strength check with the entangle, by inflicting damage on the entangle, or by an effect that explicitly frees them from impediments or entangles. | | 1: You engulf a target in a cloud of utter darkness, entangling the target. The entangle has SR + 2 Strength, SR Soak, and SR Wounds. The target is hidden from normal view by a cloud of inky blackness and gains the Blind condition while entangled. The entangled target benefits from the Entangles Soak vs non-Shadow SFX attacks. | | +: The entangle has +1 Wound; usable multiple times. | | ++: The entangle has +1 Soak; usable multiple times. | | !: The entangle has +1 Strength; usable multiple times. | | ?: The entangle has -1 Strength, -1 Soak, -1 Wound; usable multiple times. |
EditDisturbing Shadows| Disturbing Shadows | | Shadow, Toggle | | Prereq: Shadow Mastery trained | | You cause strange and disturbing shapes of shadowy darkness to flicker, swirl, twitch, and move in a large area centered on you and affecting everything within Medium range. | | While this card is toggled on everyone within Medium range of you must make a Discipline (Wp) check vs SR difficulty during their Beginning of Turn phase; if they fail they suffer 1 Grit and gain the Frightened and Challenged conditions for (1). You are immune to this effect. | | While this Stunt is toggled on you also have the following cumulative abilities:. | | SR1: You gain +1 DEF. | | SR5: You gain +1 Soak. | | While this Stunt is toggled on, you suffer 1 stress at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (10-SR) recharge tokens on it. |
EditShadow Bolt| Shadow Bolt | | Recharge: (5-SR) | | | Shadow | | Shadow Mastery (Wp) vs Target Def; Medium Range | If you are engaged with an enemy, add to your dice pool. | | 1: you hit for SR + # of success damage. | | 4: As (1), and the target must make a Discipline (Wp) check vs SR difficulty or gain the Frightened condition for (SR). | | +: +1 damage; usable multiple times | | -: Suffer 1 stress; usable multiple times | | !: If the target has the Frightened condition they also gain the Perplexed condition for (3) | | ?: You gain the Imperiled condition for (5-SR). |
EditInky Occlusion| Inky Occlusion | | Shadow, Toggle | | Prereq: Shadow Mastery trained | | You open a tear into a dark dimension and allow it's draining essence to seep into normal reality, centered on you. | | While this Stunt is toggled on you have the following cumulative abilities:. | | SR1: You gain +1 DEF. | SR2: Your darkness expands to Close range. Anyone within Close range of you adds to their dice pools. | SR3: Your darkness expands to Medium range and intensifies. Anyone within Medium range of you adds to their dice pools. | | SR4: Everyone within Medium range must make a Discipline (Wp) check vs SR difficulty during their Beginning of Turn phase; if they fail they must use all maneuvers and actions available to them to move away from you until they are no longer within Medium range. | | SR5: Everyone within Medium range of you must make a Discipline (Wp) check vs SR difficulty during their End of Turn phase; if they fail they suffer 1 Wound, 1 Grit, 1 stress, 1 fatigue. |
| Inky Occlusion | | While this Stunt is toggled on, you suffer 1 stress at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (10-SR) recharge tokens on it. | | Quick Occlusion: As a 1 point Facilitator, you can play Inky Occlusion as a React. | | Effortless: As a 1 point Facilitator, you do not suffer 1 stress each Turn you keep the Stunt toggled on. | | Selective: As a 1 point Facilitator, you may exclude targets within range of this Stunt (allies for instance) on a turn by turn basis. | | Shadow Armor: As a 1 point Facilitator, your Inky Occlusion grants you +1 Soak. | | Shadow Dodge: As a 1 point Facilitator your Inky Occlusion grants you +1 additional DEF | Clear Black: As a 1 point Facilitator your Inky Occlusion heightens your own senses; you add to Observation (Int) checks. |
EditShadow Veil| Shadow Veil | | Shadow, Toggle | | Prereq: Shadow Mastery trained | | You summon a visible barrier of intensely black darkness centered on a designated point within Medium range. | | While this Stunt is toggled on everyone within Close range of the designated point is cloaked in shadowy darkness. Everyone within the veil add, and also must make a Discipline (Wp) check vs Average (2d) difficulty during their Beginning of Turn phase; if they fail they gain the Frightened condition for (SR). | While this Stunt is toggled on, those inside the Shadow Veil can see out but add to their Observation checks, or to their dice pool if making an attack against a target outside of the Shadow Veil. Those outside the veil cannot see into the Veil at all unless they have a special ability or Detect that allows them to do so. | While this Stunt is toggled on all attacks targeting out of, into, or across the affected area remove SR # of dice from their dice pool. If there are no characteristic dice remaining the check automatically fails and the attack has no effect. | | The Shadow Veil is immobile; you cannot relocate it once you have chosen the designated spot. |
| Shadow Veil | | You are immune to your own Shadow Veil's effects; you can see into and out of the Shadow Veil without hindrance, and your attacks are not subject to removal of characteristic dice. | | While this Stunt is toggled on, you suffer 2 stress at the beginning of each of your Turns unless you spend a maneuver to avoid it. You can toggle this Stunt off at any time. | | When you toggle this Stunt off, flip it over and put (10-SR) recharge tokens on it. | | Quick Veil: As a 1 point Facilitator, you can play Shadow Veil as a React. | | Effortless: As a 2 point Facilitator, you do not suffer 2 stress each Turn you keep the Stunt toggled on. | | Absorbent: As a 1 point Facilitator, everyone within the Shadow Veil gains +1 Soak. | | Mobile: As a 2 point Facilitator, you may move the Shadow Veil to a new designated spot within range as an action. | | Not So Scary: As a 1 point Facilitator, you may opt to waive the Frightened effect when you create a Shadow Veil. |
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