Path of Shadow

This page will detail the Talents and Abilities available to those who choose the Path of Shadow.

General Path Rules
Each Path is divided into Tiers (usually 7). Anything from the first Tier is usually taken at Character Creation and thus uses one of the 3 Talents they receive at the beginning. However, each Talent is still listed with an Experience Cost (under Cost). This is how much the Talent will cost in XP after creation, if the player wishes to gain that Talent.

Weapon Skill Checks
Some Talents call for a Weapon Skill Check or some other Skill Check. In these cases, a TN is listed and it is treated as any other Tested roll, meaning you take your number of dice and total the dice shown to try to meet or exceed the TN provided.

Talent Description
Each Talent follows a basic template, here is what each section means.

(Name of Talent) -- Self Explanatory

Prerequisites: This will list any Prerequisites for the Talent (usually other Talents, but sometimes skills). ALL Prerequisites must be met before the Talent can be taken.

Type: This will be the Type of Talent and it is only Passive or Active.


 * Passive Talents are those that are always active, or providing some sort of bonus continuously.
 * Active Talents are those that need some sort of Action taken in combat (or sometimes out). How many actions are explained in the description.

Description: This is the meat of the Talent, what it does and how it works. All TNs, rules, number of Actions and anything else will be described in this section.

Tier 1
These are the talents included in the First Tier of the Path of Shadow.

Friend of Shadows

Prerequisites: None

Cost: 10 XP

Type: Passive

Description: The character has become so attuned to the arts of stealth that he is more comfortable while hiding. With this Talent, the character is allowed to re-roll any 1's that show on their dice rolls. This is on top of any Specialization that they have. They can use any appropriate Specialization in conjunction with this Talent. However, it cannot be used to re-roll any 1's on their Exploding die. They can only re-roll once and whatever appears on the 2nd roll is the FINAL result.

Critical Strike

Prerequisites: Friend of Shadows, and any Light/one-handed Melee Weapon at 3

Cost: 10 XP

Type:' Active

Description: With this Ability, while the character is Stealthed or unnoticed by their target, they make a standard attack using their normal attack Skill plus half their Intelligence rounded down (so Ranks in Weapon, plus half INT, plus AGI). For each success above the defender’s, he receives an additional 1d6 to the damage of the weapon he wields. Now, the stipulations…

First, he must then make a Called Shot (-2 to dice). This can be at any body location, but if the head is chosen, the Called Shot penalty raises to -4. Second, this attack can only be made out of Combat and without the target knowing the character is near, meaning the character must make a successful Stealth roll off to not be seen. If he does not kill the target with this one strike, Combat will inevitably start and the target is aware of his presence, thus he cannot make another Critical Strike. If these two stipulations are met, then the character may add the additional damage to his attack, if he is discovered, then he cannot.

Gather Information

Prerequisites: Friend of Shadows Talent, and Diplomacy, Persuasion / Debate, or Streetwise skills at 3

Cost: 10 XP

Type: Active

Description: The character spends some time talking to contacts, people on the street, or members of organizations to get the information he needs. This may involve a bit of bribery, but it will get the character some useful information. With this Ability, the character may use any of the following skills: Diplomacy, Persuasion/Debate, or Streetwise. Regardless of what the character learns, this skill takes time and money. First, the character will spend 1/4th his ranks in his chosen skill (rounded up) in hours gathering this information. For every 5 they get over the TN, they may reduce the time by 30 minutes. Second, they will have to dispense total roll minus the TN they were shooting for times 10 in cash to gain this information. For example, the character wants some pretty juicy information to blackmail with. So, they attempt for the TN 35. After their roll, they roll 37. They did not roll 5 over, so it costs him the full amount(35 x 10 in currency). But they got the info. In another instance, they try for the same TN, but roll a 41. That's at least 5 over the 35 TN they were going for, so 35 - 5 times 10 in currency is how much they spent in bribes. Though the actual information is up to the GM, the following chart will be a guideline for what the character learns. They can use any appropriate Specialization in conjunction with this Talent.

Hook Up

Prerequisites: Friend of Shadows Talent, and Streetwise Skill at 3

Cost: 10XP/SP

Type: Active

Description: Because they must move their items illicitly, the character has several connections to the underworld and can get just about any illicit item he wants and sell whatever he may have. The character makes a Streetwise skill roll and can sell or buy illicit goods following the guidelines on the chart below. They may only use 2 Specializaitons in conjuction with this talent:  Hook Up and Illicit Deal. For buying, they can only use the Specialization ''Hook Up. For selling, they can only use the Specialization Illicit Deal.''

Tier 2
These are the talents included in the Second Tier of the Path of Shadow.

Assassin

Prerequisites: Critical Strike Talent

Cost: 15 XP

Type: Passive

Description: The Character following this path is a master of dealing out death. Therefore, when using the talent Critical Strike, the player doubles the amount of d6’s they earn after their first 2. For example, if on their Critical Strike check, they roll 2 successes more than the defender (scoring only 2d6 extra), then they still only get weapon damage + 2d6 dmg to their first strike. However, if they roll 3 successes (scoring 3d6 extra), then they get weapon damage + 4d6 to their first strike. All Critical Strike rules apply.

The only change is the extra d6 they get for scoring more than 2d 6. Additionally, the Assassin following this path may use chemicals and toxins to kill his prey. Sure, he may still engage in some combat, but he’ll use poison to aid him. If this Path is chosen, then the Assassin now has access to the Specialization under Craft, Poisons. He may make any poison his skill allows, following the chart in the Crafting section. Additionally, he may coat his weapons (except his fists or feet) with poison and not worry about poisoning himself. No other character has the option to take Craft: Poisons.

Spy

Prerequisites: Gather Information Talent

Cost: 15 XP

Type: Passive

Description: Characters following this Path are a bit more forward with their information gathering preferring the direct approach. If this Path is chosen, then the Spy may take the Critical Strike Talent at half cost (or 5 XP).

Additionally, the real “you” is lost in some paper file tucked in some government official’s back cabinet. You are best when you are someone else. If this Path is chosen, then the Spy receives a general +5 bonus to their total rolls to meet or exceed the TNs for the following skills: Disguise and Bluff/Distract.

Brigand

Prerequisites: Hook Up Talent

Cost: 15 XP

Type: Passive

Description: A Thief following this Path prefers a bit more force when “acquiring” items. If the Thief chooses this path he may take the Critical Strike special ability at half cost (5 XP). Additionally, they gain a general +5 bonus to their total rolls to meet or exceed the TNs for Sleight of Hand and Intimidation.

Burglar

Prerequisites: Hook Up Talent

Cost: 15 XP

Type: Passive

Description: The Thief following this Path excels in the arts of intrusion. He gains a general +5 bonus to their total rolls to meet or exceed the TNs for all Sleight of Hand and Pick Locks.

Smuggler

Prerequisites: Hook Up Talent

Cost: 15 XP

Type: Passive

Description: The Thief following this path excels in concealing illicit goods and transport them into an area where they are not allowed. He may do this in a vehicle or he may do this by hiding in it on his person or in his luggage. If the Thief chooses this path, he gains a general +5 bonus to their total rolls to meet or exceed the TNs for all Stealth rolls involving hiding an object and Bluff/Distract rolls.

Tier 3
These are the talents included in the Third Tier of the Path of Shadow.

Hidden Strike

Prerequisites: Assassin, Spy, or Brigand Talent, and any Light/One-handed Melee Skill at 5

Cost: 20 XP

Type: Active

Description: Sometimes the mark is in the middle of a busy street or town square, but he must be dealt with. Or, the character, engaged toe-to-toe in combat, needs something extra to help him get a hit in on his opponent. With this Ability, the character rolls a Stealth roll and his opponent rolls a Perception roll. This roll is Contested. If the character wins, then his next strike is unseen by the opponent. If the character wishes to hide the strike from any other observers, anyone in sight may also roll a Perception roll to see if they notice the strike, but the character need only roll the initial Stealth roll once. If in combat, the character may strike normally and use any special attack Ability, but may not use Critical Strike. Also, when in combat, a successful Hidden Strike causes the opponent to take a –1 success on their Defense roll to defend against that strike only, meaning on their Defense roll, they are automatically at -1 success regardless of total successes. If used out of combat, the Assassin may use Critical Strike with Hidden Strike. This is used in conjunction with their normal attack Action. They can use it as many times as the like, but it causes an extra -2 Recoil on top of whatever weapon they are using.

Built Immunity

Prerequisites: Assassin, Spy, Brigand, Burglar, or Smuggler Talent and Resist Pain/Torture at 2

Cost: 20 XP

Type: Passive

Description: The character has set aside some time to build an immunity to a variety of poisons, but obviously cannot be immune to them all. However, they do have quite a resiliency against most known poisons. Therefore, the character may use his Constitution when making any save against the effects of any normal poison on top of whatever bonuses he may have already. Magic poisons are saved against normally. This bonus is an absolute number that is added to their total to meet or exceed the TN to resist the poison.

Everyman

Prerequisites: Assassin, Spy, Brigand, Burglar, or Smuggler Talent and Disguise at 3

Cost: 20 XP

Type: Passive

Description: The character has undergone plastic surgery to make himself look like or was specifically chosen because he looks like everyone else. When surrounded by more than four people, any enemy attempting to track the character using Shadow/Track are at a +5 penalty to TN to do so. Additionally, in the rare case that the character is caught and someone attempts to identify him, anyone wishing to identify him is also at a +5 penalty to the TN of their Perception roll or any Intelligence or Wisdom Attribute check to remember what the character actually looks like.

Conceal Action

Prequisites: Assassin, Spy, Brigand, Burglar, or Smuggler Talent and Sleight of Hand at 4

Cost: 20XP

Type: Active

Description: The character must give and receive items, papers, or weapons from handlers or other people without anyone seeing him do so. With this Ability, the Character makes an initial Stealth skill roll at TN 25. For every 5 over the TN he rolls, he receives a +1 success bonus to Sleight of Hand checks if Contested and +5 to the total roll for Tested rolls to make drops or exchange items and +5 bonus to any Stealth check to conceal the item on his person. For example, the Spy must make a drop and pick up new instructions from a trashcan in a busy town plaza. The character makes a Stealth Skill roll and rolls a 35. He would get 2 additional successes on top of however many he scores on his Sleight of Hand roll to make his drop and retrieve his new instructions.

Breaking and Entering

Prerequisites: Assassin, Spy, Brigand, Burglar, or Smuggler Talent and Pick Locks at 4

Cost: 20XP

Type: Passive

Description: There are many times where the item or person the character wants is locked away somewhere in some building where you can’t just walk in and get it. Honestly, some people are so paranoid. This talent grants the passive skill Breaking and Entering ([AGI + INT]/2 = total ranks). This skill gives the character a bonus to all rolls involving the Skills: Pick Locks and Stealth equal to his ranks in his new Breaking and Entering Skill. So long as the player has at least 2 ranks in the Breaking and Entering Skill, they receive the passive benefits.

If the character is in a setting where magic and the supernatural are allowed, then he may use his Pick Locks skill to be applicable on not only electronic security but magic security as well. He may use this new skill to bypass magic locks, disable the spell Wards, or silence a magic Alarm. These are not permanent. The Mage who originally created the Magical Security can reset it easily enough by casting the spell again, but it will remain disabled after the Thief successfully bypasses it until the Mage does reset it. The TN to bypass any Magical Security is the TN the Mage rolled to cast the spell. For example, if a Mage casts Wards and sets an explosive ward on a door and casts the spell a TN 35, then the Thief must roll at least 35 Pick Locks skill check or the Ward is still active. Again, he needs only to meet or beat the TN to bypass the Ward, but the more he goes over, the less time it takes. Normally, it takes 10 min to bypass a magic lock or ward. For every 5 beyond the TN, he can knock 2 minutes off the time. If he fails to meet or beat the TN, the ward goes off and has whatever effect was originally intended effect the Thief.

Tier 4
These are the talents included in the Fourth Tier of the Path of Shadow.

Distraction

Prerequisites: Everyman, Conceal Action, or Breaking and Entering Talents

Cost: 25XP

Type: Active

Description: With this ability, at any time the character is discovered because an opponent beat him on an Perception vs. Stealth Contested roll, then he may make a Bluff/Distract Skill roll at TN 30. If he is successful, he may make another Stealth vs. Perception Contested roll against the opponent who discovered him. However, since the opponent is marginally aware that something was there, the Thief is at a -2 success for the Stealth roll. If the opponent wins again, the Thief may try again, but the penalty doubles to -4 successes. If he loses still, he may try again, but the penalty continues to double.

Interrupt

Prerequisite: Hidden Strike or Conceal Action Talent

Cost: 25 XP

Type: Active

Description: With this Ability, the character gains a new skill called Interrupt (AGI) at rank 1 (no Specializations and can progress normally). To perform the skill, the player must make an Interrupt vs. the opponent’s Willpower Contested Roll. If he wins, then the character goes one initiative tick before the opponent, regardless of the character’s original initiative roll. This Ability may only be used in combat and only ONCE. Also, the character can only use attacks granted to him normally. He may not use a special attack Ability granted to him by any Sphere.

Honor Amongst Thieves

Prerequisites: Everyman, Conceal Action, or Breaking and Entering Talent

Cost: 25XP

Type: Passive

Description: “You never rat out a friend.” It’s a common saying amongst Thieves and something that is pounded into their heads from the first time they decide to snatch that purse. Because of this, the Thief has built a resistance to interrogations of any kind, not just the kind to give up their accomplices. With this ability the Thief receives 1/4 (rounded up) his Willpower as automatic successes to Resist Torture/Pain and Bluff/Distract while being interrogated on top of any other bonuses or skill ranks he has. He does not receive this bonus during any other use of either skill, just while he is being interrogated.

Unremarkable

Prerequisites: Hidden Strike, Built Immunity, Everyman, Conceal Action, or Breaking and Entering Talents

Cost: 25 XP

Description: The character spends so much time skulking around that most of the time he escapes notice. With this Ability, anyone passing within 10m of the character must make a Willpower save vs. the number of ranks in Stealth (Broad Skill only) times 5. This is the TN they must score. If they fail, they ignore the character, oblivious to his existence. However, if the character does something to draw attention to himself (like combat, screams like a girl, throws something at someone, etc.), then he exists again in the perception of anyone who failed the Willpower check.

Elusive

Prerequisites: Hidden Strike, Everyman, or Conceal Action Talents

Cost: 25 XP

Description: With this ability, the character has a chance of completely avoiding area of effect damage. When an area is affected by damage, be it a spell, explosive, or anything else, the Thief can roll an Acrobatics check at TN 35 to avoid damage completely. If they fail, they can still make the standard Acrobatics or Athletics check to take half damage.

Tier 5
These are the talents included in the Fifth Tier of the Path of Shadow.

Opening an Artery

Prerequisites: Critical Strike, Hidden Strike and Distraction Talents

Cost: 30 XP

Type: Active

Description: This Talent must be performed immediately after a Critical Strike. After a successful Critical Strike, the character makes another Critical Strike attack (attack and defend normally, no Recoil). If successful, then he may make another immediate attack (rolled and defended normally, but with Recoil). If it strikes, the target makes a Save vs. Consciousness at TN 15 or takes 1d6 bleeding damage until combat is resolved or he dies. If the character doesn’t succeed on the second Critical Strike attack, then he may not make the extra attack. If the opponent is still living, then initiative is rolled and combat ensues.

Preternatural Tumbling

Prerequisites: Acrobatics at 5 and Interrupt, Honor Amongst Thieves, Unremarkable, or Distraction Talents

Cost: 30 XP

Type: Active

Description: The bigger the score, the harder it is to reach. In order to reach it, throughout his career, the character has trained himself to move in spectacular ways. This Ability allows him to use his Acrobatics skill to perform the following stunts:

Wall Walk: this stunt allows the character to walk on walls for a short period of time. First, he must make an Acrobatics roll at TN 30. If successful he can move 1/4 his base movement (rounded up) distance vertically or horizontally on a wall. For every 5 beyond TN 30 he rolls, he can increase the total distance by 1 foot. If in a magic or supernatural setting, it is 1/2 his base movement distance vertically or horizontally and increases by 2 feet.

Wall Bounce: this stunt allows the character to jump and bounce between two walls to jump higher than normal. To jump from wall to wall takes an Acrobatics roll at TN 25. To jump to the next wall adds 5 to the TN. To jump to the next, it adds another 5, and so on. He can bounce as many times as he makes all checks, fail once and he falls. All falling damage applies.

High/Long Jump: this stunt allows the character to jump great distances. With a Jump (Acrobatics Broad Skill if they do not have the Specialization) check at TN 30, he can jump 1/4 his ranks in Acrobatics (rounded up) times 10 in feet vertically and half his ranks times 10 horizontally. For every 5 he rolls over TN 30, he may increase the distance by 5 feet. He must get a running start of at least 10m before he can jump this height or higher.

Bar Exercise: this stunt allows the character to catch, swing, and spin on any bar-like protrusion. First, the bar must be less than 5 inches in diameter, but more than 2 inches, and must be able to support the character’s weight plus any gear he may be carrying. Second, there must be enough room around the bar to accommodate the character’s full height plus 2 feet for his extended arms. Once these options are met, he may swing around building momentum for a jump. The TN to spin is 30. For each rotation around the bar, he may add 5 feet to the distance, but will become dizzy after 5 rotations and will be at -5 successes to finish the stunt. When ready to release, the character makes one last Acrobatics check at TN 30 and then it is treated like the stunt High/Long Jump. The total number of swings around the bar add to the total distance covered plus the distance covered by the jump check. If he covers enough distance to land on a ledge, then a simple Acrobatics (Safe Fall if specialized) check at TN 25 is needed to land and take no damage. If he covers enough distance to reach another bar or pole he may catch the bar or pole and swing again with an Acrobatics check at TN 30. Swinging and jumping further requires new checks as detailed before. Climbing a pole and sliding down, shuffling along it hand over hand, or moving between several poles close together monkey-bar style is not covered by Acrobatics but instead by Climbing, but are relatively easy to do. Again, if in a magic or supernatural setting, each swing adds 10 feet to the total distance covered.

Tier 6
These are the talents included in the Sixth Tier of the Path of Shadow.

Second Wind Prerequisites: Preternatural Tumbling or Open an Artery Talents Cost:  35 XP Type: Active Description: With this ability the character may “re-set” any special attack ability given to him by any another Feat that states that it can only be used “Once per Combat” or “Once per opponent.”  To do so, the character must make a Willpower roll at TN 30. If successful, they can use any of the single use attack Abilities granted by any another Path again, but only once more, because Second Wind, can only be used ONCE per combat. You cannot use Second Wind to reset Second Wind and therefore reset all other single use Abilities. Escape Prerequisites: Distraction (Required) and Preternatural Tumbling or Open an Artery Talents (Choose one) Cost: 35 XP Type: Active 'Description: Combat is not always the best option, but running never hurt anybody. This Ability allows the character to escape combat. To do so, the character rolls his Distraction special ability as normal vs. each opponent’s Willpower who is engaged with him in combat (Melee/Unarmed range, Short and Medium range only). If only one is engaged with him, the character need only beat that opponent in a Contested roll using Distraction. If he is engaged with two, then he must only beat one of them. If he is engaged with three or more, he must beat at least half the number of engaged opponents (rounded up, i.e. 5 opponents, 3 wins) before he escapes. So long as he wins the appropriate amount of Contested rolls, he may escape combat and run. However, just because he is now out of combat, does not mean they will not give chase. This Ability may not be used to reset any “once per combat” or “once per opponent” special Abilities granted by any other Talent the character may have. If the character escapes combat, runs, his opponents give chase and initiate combat again because they are in range, then the “once per combat” or “once per opponent” special abilities reset. But, if the character loses his pursuers, then he escapes to fight again another day. If the character escapes combat and turns again to fight, any “once per combat” or “once per opponent” special ability he has used remains used until that combat is resolved or until the character escapes completely.

Tier 7
There is only one talent included in the Seventh Tier of the Path of Shadow.

Deft Evasion

Prerequisites: Escape or Second Wind Talent

Cost: 40 XP

Type: Active

Description: With this Ability, the character hones all his skill into avoiding all attacks that come at him. First, he must roll an Acrobatics roll at TN 30. If successful, he is immune to attacks for 2 rounds. Enemies will still try to attack him, thinking they can hit him, so any opponent the character is engaged with, will continue to fight him, but just not hit him. The character may make his normal number of attack granted to him, but may make no special Ability attack, only normal attacks. For every 5 the character rolls over TN 30, they may add another round of immunity. This Ability can only be used ONCE per Combat but can be “re-set” by Second Wind.