Broken Trust: Smoke and Mirrors

So Shadows and Magicians are two of the most reliable Hellbreeds, some you would love to have at your back, as long as they know what to do that is.

Shadows

Shadows can hide. Scratch that, Shadows can hide so well that nobody, not even most demons, can even tell that they are there, even in plain sight. Some of them can even vanish and reappear elsewhere. They call it stepping between shadows, and for all its apparent limitations, they are definitely some of the most useful folks to have on your side. Their ability isn’t much use in a straight up fight, but nobody else can get your fat out of the fire faster, or help you pull off advanced guerrilla tactics versus a small horde of hellspawn.

Shadow
Classes: Expert, Scoundrel, and Warrior.
Requirements: None
You are able to make everyone and everything ignore you, as if you could just disappear right where you stand. For some, this manifests as shadows swallowing them, and for others, they simply no longer seem to have the attention of others. Some have limitations, like they can’t hide unless there are shadows nearby, or they can’t vanish from plain sight, but they can stride down a corridor unnoticed once hidden.

Novice: You gain a +2 bonus to Dexterity (Stealth) checks, and you win all ties versus Perception based tests. You can also forgo your bonus to make a Dexterity (Stealth) check in plain view of opponents.

Professional: Your bonus to hide rises to +4, and is +2 to hide in plain sight. Your bonus extends to evidence of your passing as well, affecting Perception (Tracking) tests to find you, even by scent.

Master: Your bonus to hide rises to +6, and is +4 to hide in plain sight. You can halve your bonus to provide the same bonus to anybody you can touch, or who can touch you.

Shadow Stepper
Classes: Expert, Scoundrel and Warrior.
Requirements: Shadow, Cunning of 2 or higher.
You have mastered the instinctual math to see the connections between shadows as a door, but you have to use your normal power to activate it. You can enter shadows and exit other ones that you are aware of and can visualize  and you can take those you can touch with you. However, the shadow must be cast by an inanimate, unmoving object, and must be as large as you are or larger.

Novice: You can step through shadows within line of sight with a Cunning (Physical Science) test. For up to 250 yards the TN is 10. Further than that but within 1000 yards is TN 13, and up to 2 miles is TN 15. You can bring along just 4 other beings which need to be touching you.

Professional: You can bring double the normal number of people with you when you step. That is, you can bring anybody touching you, and each person touching you can bring one person.

Master: You can double your listed distance without difficulty.

Magicians

Magicians can turn one thing into another thing. They can’t do this with everything. After all  every magician has one or more tricks, but they can learn to do a trick over a larger area, and they can learn to apply it creatively. In fact, even some of the stupidest tricks have an application. Say you can change the color of any solid object to a different, unchanging, single color and back? You can use this to signal via morse code, or if you can do it selectively, you can write large messages. It could be a distraction, or it could serve to confuse enemies about their whereabouts. Creative use of tricks makes any magician a valued ally.

Magician
Classes: Expert, Scoundrel and Warrior.
Requirements: None
You can manipulate matter, transforming one thing into another with a thought. You don’t gain any control over the object transformed, nor can you  create life where they was none beforehand. You can also reverse your own tricks with a thought and no test of any kind, but you can’t reverse a trick you yourself cannot perform. The only other rule is that you can only affect targets you can see, and you cannot affect only a part of an object with a form or state transformation. Coloration and size can be manipulated on a portion of a target, but not anything that would render the target structurally unsound.

Novice: Pick a trick. You can perform your trick on any target you can see with a simple Willpower (Self-Discipline) test. A successful trick takes no time to perform, and costs you nothing. While you can reverse your own tricks as a minor action without a test, to reverse someone else’s trick requires you to roll.

Professional: Pick a second trick. You also gain the ability to affect a larger area.

Master: Pick a third trick. You also gain the ability to affect a portion of a structure, rather than the whole thing, but only if doing so does not compromise the structural integrity of the target, nor cause it to cease functioning. I.e. you can put a hole in a wall, but you can’t turn a portion of an animal to stone.

The TN of your established trick depends on how outlandish it is. See the table below.
TN 10: Your trick transforms something into something else of the same relative size, state and type. i.e. turning a house cat into a small dog, or turning a gallon or less of water into a like volume of wine.
TN 12: Your trick transforms something into something else disregarding one axis of the transformation (size, state or type). i.e. turning a house cat into a big cat, turning a gallon of water into mist or ice, or turning reptiles into stone statues of themselves.
TN 14: Your trick transforms something into something else disregarding two axes of the transformation. i.e. turning a plastic comb into a thick bramble, turning a handful of leaves into a pile of dead maggots, or turning an animal into a tiny figurine made of metal.
TN 16: Your trick can transform one set type of thing into any other set type of thing with no limitations whatsoever.

Master Magician
Classes: Expert, Scoundrel and Warrior.
Requirements: Magician (Professional) or  higher, Willpower (Self-Discipline) and Cunning of 2 or higher.
You have become fluent in the state and scale of matter. You can now alter any matter you can see in various ways without resorting to a trick. However, these changes only last as long as you can concentrate upon them, a number of rounds equal to the Dragon Die result times 3. The only time this is not true is when Master Magician is used to reverse a trick to restore the target to its natural state.

Novice: The basic change allows you to change a target’s scale or state one step. I.e. rock to mud, water to mist, tiny to small, medium sized to large, etc. You only need to succeed at a Willpower (Self-Discipline) test at TN 11 to do so. However, the entire creature or structure or portion of a structure must fit within a 3 yard by 3 yard by 3 yard cube.

Professional: Now you can make a change that requires moving 2 or more steps along a single axis, or a step along the state axis and along the size axis by one step as well. You can affect objects and creatures that fit within a 6 yard by 6 yard by 6 yard cube. The TN to do a two stage transformation is 13.

Master: You can make any change you desire, but the TN goes up by 2 per additional shift. So a 3 step change is TN 15, while a four step change is TN 17.

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About Byron D. Molix

I am an information technology professional in Missouri. I've been an avid fan of fantasy and science fiction novels, comic books, pen and paper role-playing games, computer games and console video games for the last two decades. My dream would be to one day make a comfortable living while having the time to pursue writing (novels, rpgs, etc.) as a full-time hobby.

Posted on July 15, 2013, in AGE, Gaming and tagged , , . Bookmark the permalink. Leave a comment.

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