Name: Masque
Sex: M
Species: Shadow
Height: 6'2"
Weight: 200 lbs
Age: Unknown
Hair Color: N/A
Eye Color: N/A
Skin Color: N/A
Personality: Masque is very secretive about himself, but enjoys hearing of the stories of others. He never seems to eat or sleep, and he has a fear of light, especially the sun. When he speaks, it has a soft echo like that of someone speaking inside a tunnel.
Weakness: Light.
Profession: Unknown
Weapons: Long Sword
Armor: None
Items:
Skills:
Weapons Specialist - Swords - +1 CS to Fighting or Agility, covers all weapons of a specific type.
Archaeology
Description and/or Picture:
Stats:
Fighting: Remarkable
Agility: Excellent
Strength: Typical
Endurance: Good
Reasoning: Excellent
Intuition: Excellent
Psyche: Remarkable
Hit Points: 66
Stamina Points: 68
Mana: 70
Spells / Special Abilities:
Circle One:
Create Darkness
Cost: 5MP
Uses: Psyche
Description: Removes light from an area, plunging an area into darkness. At Circle 1 this can darken the average bedroom. Circle 2 a large living/dining room area. At Circle 3 it can darken an entire restaurant. Circle 4 and above this spell works outdoors during the daylight hours as long as there is at least some shadow coming from above, such as trees in a forest ( this will not work on an open beach for example ). This spell lasts for 1d5 minutes / rounds times the maximum Circle of the caster.
Obfuscate
Cost: 5MP
Uses: Psyche
Description: Allows the caster to blend in the with shadows, increasing their ability to hide. This increases a characters hide and stealth rolls by 1CS on a green or higher, 2CS if they roll a red. At Circle 3 they can cast this spell on others, and the MP cost becomes zero only when casting on themselves. This spell works until noticed or target moves out of the shadows.
Shadow Sight
Cost: 5MP
Uses: Psyche if countered, see special conditions.
Description: Allows you to use the shadows to find the location of an individual. You must have met and physically met the person in order for the shadows to search for them ( speaking on the phone is not sufficient ).
Special Conditions:
1. The target can be no more then a couple miles away from you. IE on the same island as you in the main world, or in the same city as you if on a different world.
2. Other shadowmancers, along with those aligned with Light or Darkness can, if they wish, counter this with a psyche roll. If they succeed you cannot spy on them again for the rest of the day.
3. A player can, if they so wish roll intuition to sense if they're being watched. Those with no alignment to the Light or the Dark need to however roll a red to notice this. Those of Light or Darkness can spot the eyes with a yellow due to the alteration in magic in that area. Other shadowmancers, being as how this is natural for them, need only roll a green.
Circle Two:
Shadow Step
Cost: 5MP
Uses: Psyche if countered, none otherwise.
Description: Allows the caster to walk into the shadows and appear in another location. This location must be on the same world as them, and it has to be an area they have been to before. ( Exception: If they are currently spying on someone through Shadow Sight they can step to that location ). There must be shadows in the area for them to step out of, for example they cannot appear in the center of the beach at mid-day with the sun out, though they could if it was night-time or there was a shadow being cast in the area from a large umbrella or something similar. Shadowmancers, along with those of Light or Darkness, if they are in the immediate area of departure and arrival ( within 20 feet ) can roll to attempt to block this.
Special Conditions:
1. You can take one passenger with you for each circle you have in Shadow Magic beyond two. For example a circle three Shadowmancer can take 1 passenger, a circle four can take 2 passengers, etc. Each passenger increases the cost of the spell by 5MP.
Circle Three:
Net Of Shadows
Cost: 10 MP
Uses: Psyche
Description: Creates a series of shadows that form into a net, trapping the target in side them. Target can still attack normally, but is at -2 run speed or Poor ( Whichever is higher ) and cannot jump. Winged fliers must roll strength +1 and achieve at least a yellow to escape.. Lasts for psyche / 10 ( or 3, whichever is longer ) rounds in combat, Psyche minutes outside of combat. On a red, duration is doubled.
Barrier
Cost: 15MP
Uses: Psyche
Description: Calls on the shadows to surround you and one ally, putting you behind a protective wall of shadow. This can be a directional barrier or surround you both in a bubble.
Special Conditions:
1. The bubble barrier has 6hp on a white, 10 hp on a green, 20hp on a yellow, 20+3d6 on a red. It takes double damage from any Light attack. The bubble can move with you, allowing you to attempt to dodge attacks while within it at a -1CS to agility penalty ( since your concentration is focused on maintaining the bubble. If someone is in the bubble with you, it is whoever has lower agility within the bubble, -1CS ( as obviously you can't move faster then them or you'd leave them behind ).
2. The directional barrier has 10hp on a white, 20hp on a green, 40hp on a yellow, 40+3d6 on a red. It takes double damage from any Light attack. The barrier cannot move but provides increases protection from attacks in that direction.
Darkness Daggers
Cost: 5MP per dagger
Uses: None to create, agility to throw
Description: Allows the creation of daggers to be thrown at an enemy or target. The caster can create one dagger per round for every two spell circles the caster has darkness magic in. ( At creation they can make 1 dagger per round, once they learn a circle four spell they can create two, and three once they learn circle six ). The caster can throw these following normal combat rules.
Special Considerations:
1. The caster can, alternatively summon the daggers to stockpile them until they are needed, though the caster may not have more then six daggers on their person at any one time. These daggers also vanish the round after they are thrown or otherwise leave the caster's body.
Biography: Masque was once a man by the name of Harland Asher. Asher was an archaeologist who became rich through his explorations. At his last archaeological site, he found a metallic mask. He tooks it to his tent, cleaned it up and placed it upon his face.
He found that it was cursed, and could not be removed. Nothing could pry the mask from his face, and he found that his body became covered in shadow and was harmed by light. He began wearing clothes that covered his entire body, making sure to have them customized to cover every inch of his body, and stayed hidden away, learning the secrets of his new-found form.