Umbral Weaver

Table of Contents

Character Quote

"Oh, you think darkness is your ally. But you merely adopted the dark; I was born in it, molded by it." - Bane | The Dark Knight Rises

"But darkness is eternal. Unlike the light, it cannot be extinguished. It will always find a way to rise again." - Darth Plagueis | Star Wars: The Secrets of the Sith by Marc Sumerak

Character Description

The Umbral Weaver is a rare and mysterious Trade practiced by those who have mastered manipulating shadows and darkness. Practitioners of this Trade, known as Weavers, possess an innate ability to interact with the shadows around them, quickly shaping and controlling them. Their skills allow them to create tangible constructs from shadows, conceal themselves or others in darkness, and even siphon the life force from their enemies by enveloping them in inky blackness.

Initial Coolness

Weavers have a unique skill called Umbral Cloak, which allows them to envelop themselves in shadows, becoming nearly invisible and undetectable to normal sight and sensors. Requires a black-suited card to enact and natural shadows to be present. Provides a +3 to any stealth-related Difficulty and +1 to Sting and +2 to Float when cloaked.

Trade Skills

1. Shadow Blade

Conjure weapons of pure darkness that deal necrotic damage and bypass physical armor. The weapon requires any black-suited card to manifest. Damage is equal to the card's value x 1D6. Bladed weapons cause necrotic damage and inflict 5 damage points every round the wound is left untreated or until the Weaver stops the attack. Only bladed and blunt weapons can be created, not complex weapons with moving parts.

2. Wraith's Veil

Cast a shroud over your opponent, temporarily controlling them. This requires a successful attack with a +2 bonus to Sting. Then, use any black-suited card to cast the ‘Veil. The card’s value determines the duration of control. While veiled, the opponent will carry out any task requested of them. Only a Wraith's Veil cast with a black-suited Face card will permit the opponent to act without self-preservation.

3. Shadow Step

Instantly teleport between areas of darkness, allowing for quick escapes or surprise attacks. Use any Spade or combination of Spades to move to a known darkness or shadowed area as long as the distance is equal to or less than the combined value of the cards. For example, if you have six of Spades and three of Spades, you can move a distance of nine squares on a BattleMap or roughly 50 feet in narrative play, as long as the area is shrouded in darkness. Obstacles do not hinder this movement, only the distance in spaces.

4. Dark Harvest

Summon shadowy tendrils to immobilize and drain the life force from enemies, healing yourself in the process. You can use any black-suited card or cards to steal black-suited cards from other character's Action Deck. The value of the stolen cards will be the damage inflicted on the character they were stolen from, which will also be added to the Weaver’s Grit, which can only be replenished, not increased. The total value of the cards the Weaver uses will equal the number of black-suited cards that can be stolen. This value can be divided between multiple opponents or target a single opponent. For example, if the Weaver uses five of Spades and three of Clubs, they can steal eight black-suited cards from any single player or a combined total of eight cards from multiple players.

5. Dark Vision

See perfectly in complete darkness. This provides an advantage in low-light or nighttime encounters and grants + 3 to Sting against opponents who rely on their natural vision. This skill also provides +2 to Movement in the dark.

6. Nightmare's Embrace

Unleash a silent, ethereal phantom that passes through walls and obstacles to strike at your enemies. Use any black-suited card to enact. Then, choose any black-suited card or card combination to inflict damage equal to the total card value (enacting card is excluded). Damage can be directed at one target or divided among multiple. The shadowy phantom will chase down the opponent and inflict damage on Grit. Phantoms are immune to most conventional attacks but are susceptible to magic and Weavers.

7. Eclipse

Temporarily plunge an area into total darkness, blinding enemies and disorienting them while granting the Weaver enhanced abilities. Requires four black-suited cards to enact, larger areas require more cards - SB discretion. While in the Eclipse, the Weaver does not require any cards to enact other Trade Skills, Shadow Blades inflict double damage, and the Weaver's total Sting bonus is +4. The Eclipse can only be dispelled by Auroral magic - standard lighting methods such as candles, lanterns, and flashlights are useless. The duration of the Eclipse is short, lasting about ten or so rounds.

8. Shade Form

Transform into a living shadow, becoming immune to physical attacks and fall damage. The Shade Form can also pass through small openings and narrow barriers like cracked windows and under doors. Use any black-suited card to enact, which lasts the duration of the card's value. This skill also provides a Float bonus of +3.

9. Shadowy Servants/Darklings

Summon shadowy creatures to assist in combat or perform tasks. Requires any black-suited card per servant summoned. These shadows have substance, can work doors, and inflict damage at 2D6 + 1D6. Shadow Servant Grit is 10x the card value used to initiate it. A player may use additional black-suited cards to increase a shadow's Grit or create additional servants.

10. Umbral Shield

Conjure a protective, air-tight barrier of shadows that absorbs damage, deflects attacks, and even withstands the pressures of space and abyssal waters. Use any black-suited card or cards with a value equal to the shield's duration in rounds. Only unconventional attacks can pierce the shield.

Published with Nuclino