DS4g.Shadow
DS4g.Shadow
Subtlety is your art, the tip of the blade your brush. You As a shadow, you gain the following features.
studied at a secret college, specializing in alchemy, illusion,
or shadow-magics. Your training and knowledge places
you among the elite assassins, spies, and commandos. But
SHADOW COLLEGE
more powerful than any weapon or sorcery is your insight Shadow colleges are secret institutions that turn ordinary
into your enemies’ weaknesses. folk into something else. Finding a college is the first step
As a shadow, you have abilities that deal a lot of damage, in a rigorous initiation process that tests the mettle of an
let you move swiftly across the battlefield and away from applicant. Even those who make the cut often wash out—
hazards, and allow you to fade from notice even in the or are kicked out—as the master shadows who teach
middle of the most heated combat encounter. You also stealth, magic, and assassination to their students are
possess more skills than any other hero. often less than gentle in their approach.
You graduated from a shadow college chosen from the
BASICS following options, each of which grants you a skill (Quick
Build: College of Black Ash):
Starting Characteristics: You start with an Agility of 2,
and can choose one of the following arrays for your other College of Black Ash: The College of Black Ash founded
characteristics scores: the art of being a shadow. Its graduates use Black Ash
sorcery to teleport around the battlefield in clouds of
soot, and to manipulate and create darkness. Graduates
of the college are unmatched in mobility. You gain the
2, 1, 0, 0 Magic skill.
1, 1, 1, 0 College of Caustic Alchemy: The College of Caustic
Alchemy teaches its students recipes for the acids,
Weak Potency: Agility - 2 bombs, and poisons used in their grim work. Graduates
of the college are exceptional assassins. You gain the
Average Potency: Agility - 1
Alchemy skill.
Strong Potency: Agility College of the Harlequin Mask: Graduates of the College
of the Harlequin Mask learn illusion magic, which they
Starting Stamina at 1st Level: 18 use to infiltrate enemy strongholds and create
Stamina Gained at 2nd and Higher Levels: 9 orchestrated chaos in combat. You gain the Lie skill.
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DEFENSIVE ROLL GASPING IN PAIN
When an enemy attacks, you roll with the impact to reduce Your precise strikes let your allies take advantage of a
the harm. target’s agony.
Keywords: — Type: Triggered Keywords: Melee, Strike, Weapon Type: Action
Distance: Self Target: Self Distance: Melee 1 Target: One creature
Trigger: Another creature damages you. Power Roll + Agility:
Effect: You halve the damage against the triggering 11 or lower: 3 + A damage
damage, then can shift up to 2 squares after the triggering 12–16: 5 + A damage
effect resolves. If you end this shift with concealment or 17+: 8 + A damage; I < strong, prone
cover, you can use the Hide maneuver even if you are
observed. Effect: An ally of your choice
gains a surge.
Spend 1 Insight: You reduce the potency of any effect
associated with the damage for you by 1. I WORK BETTER ALONE
It’s better, just you and me. Isn’t it?
IN ALL THIS CONFUSION
Keywords: Melee, Ranged, Strike, Weapon Type: Action
You vanish in a plume of black smoke to avoid danger. Distance: Target: One creature
Keywords: Magic Type: Triggered
Distance: Self Target: Self Power Roll + Agility:
Trigger: You take damage. 11 or lower: 3 + A damage
12–16: 6 + A damage
Effect: You halve the damage, then can teleport up to 4
squares after the triggering effect resolves. 17+: 9 + A damage
Spend 1+ Insight: You teleport 1 additional square for Effect: If the target has no allies adjacent to them, this
each insight spent. strike deals extra damage equal to your Agility score.
TEAMWORK HAS ITS PLACE
HESITATION IS WEAKNESS You attack an enemy, distracting them long enough for an
ally to stab them.
You gain the following ability.
Keywords: Melee, Ranged, Strike, Weapon Type: Action
HESITATION IS WEAKNESS (1 INSIGHT) Distance: Melee 1 or r
Keep up the attack. Never give them a moment’s grace. Target: One creature or object
Keywords: — Type: Free triggered action Power Roll + Agility:
Distance: Self Target: Self
Trigger: Another hero ends their turn. That hero can’t 11 or lower: 3 + A damage
have used this ability to start their turn. 12–16: 6 + A damage
17+: 9 + A damage
Effect: You take your turn after the triggering hero.
Effect: If an ally is adjacent to the target, the target takes
KIT extra damage equal to your Agility score.
YOU WERE WATCHING THE WRONG ONE
You can use and gain the benefits of a kit. See the Kits
chapter for more information. (Quick Build: Cloak and They can’t watch both of you at once.
Dagger) Keywords: Melee, Strike, Weapon Type: Action
Distance: Melee 1 Target: One creature
SHADOW ABILITIES Power Roll + Agility:
11 or lower: 3 + A damage
You specialize in dealing damage, then getting out of
harm’s way before the inevitable counterattack. You know 12–16: 5 + A damage
a number of unique martial abilities that define your 17+: 8 + A damage
presence on the battlefield. Effect: As long as you have at least one ally within
squares of the target, you gain a surge. If you are flanking
SIGNATURE ABILITY the target when you use this ability, choose one ally who is
Choose one signature ability from the following options. flanking with you. That ally also gain a surge.
Signature abilities can be used at will. (Quick Build:
Teamwork Has Its Place) HEROIC ABILITIES
A range of heroic abilities define your combat prowess, all
of which make use of your insight.
3-INSIGHT ABILITY
Choose one heroic ability from the following options, each
of which costs 3 insight to use. (Quick Build: Get In Get
Out)
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DISORIENTING STRIKE (3 INSIGHT)
ONE HUNDRED THROATS INSIGHT)
Your attack leaves them reeling, allowing you to follow up.
As you move across the battlefield, every foe within reach
Keywords: Melee, Strike, Weapon Type: Action feels your wrath.
Distance: Melee 1 Target: One creature
Keywords: Melee, Strike, Weapon Type: Action
Power Roll + Agility: Distance: Self; see below Target: Self
11 or lower: 4 + A damage; slide 2 Effect: You shift up to your speed. You make one power
12–16: 6 + A damage; slide 3 roll that targets up to three enemies, each of who became
17+: 10 + A damage; slide 5 adjacent to you during the move.
Effect: You can shift into any square the target leaves Power Roll + Agility:
when you slide them. 11 or lower: 3 damage
EVISCERATE (3 INSIGHT) 12–16: 6 damage
You leave your foe bleeding out after a devastating attack. 17+: 9 A damage
Keywords: Melee, Ranged, Strike, Weapon Type: Action SET-UP INSIGHT)
Distance: Target: One creature Your friends will thank you.
Power Roll + Agility: Keywords: Ranged, Strike, Weapon Type: Action
11 or lower: 4 + A damage; A < weak, bleeding (save Distance: Target: One creature
ends) Power Roll + Agility:
12–16: 6 + A damage; A < average, bleeding (save 11 or lower: 6 + A damage; R < weak, the target has
ends) damage weakness 5 (save ends)
17+: 10 + A damage; A < strong, bleeding (save ends)
12–16: 9 + A damage; R < average, the target has
GET IN GET OUT (3 INSIGHT) damage weakness 5 (save ends)
Move unexpectedly, strike fast, and be gone! 17+: 13 + A damage; R < strong, the target has
damage weakness 5 (save ends)
Keywords: Melee, Strike, Weapon Type: Action
Distance: Melee 1 Target: One creature SHADOWSTRIKE INSIGHT)
Power Roll + Agility: They have no idea what the college taught you.
11 or lower: 5 + A damage Keywords: Magic, Melee, Ranged Type: Action
12–16: 8 + A damage Distance: Self; see below Target: Self
17+: 11 + A damage Effect: You make two signature strikes.
Effect: You can shift up to your speed, dividing that
movement before or after your strike as desired. 2ND-LEVEL FEATURES
TWO THROATS AT ONCE (3 INSIGHT) As a 2nd-level shadow, you gain the following features.
A bargain.
Keywords: Melee, Ranged, Strike, Weapon Type: Action 2ND-LEVEL COLLEGE FEATURE
Distance:
Target: Two creatures or objects Your shadow college grants you a feature as shown on the
2nd-Level College Features table.
Power Roll + Agility:
11 or lower: 4 damage 2ND-LEVEL COLLEGE FEATURES
12–16: 6 damage Specialization Feature
17+: 10 damage Black Ash Burning Ash
Caustic Alchemy Trained Assassin
-INSIGHT ABILITY Harlequin Mask Friend!
Choose one heroic ability from the following options, each
(Quick Build: Coup de BURNING ASH
Grace)
The ash you leave behind burns your foes. The first time
COUP DE GRACE INSIGHT) on a turn that you use a shadow ability to teleport away
Your blade might be the last thing they see. from or into a space adjacent to an enemy, that enemy
takes fire damage equal to your Reason score.
Keywords: Melee, Ranged, Strike, Weapon Type: Action
Distance: Target: One creature FRIEND!
Power Roll + Agility: Your illusions make your enemies believe you are their
11 or lower: 1d6 + 7 + A damage friend in critical moments. Whenever an enemy uses an
12–16: 1d6 + 11 + A damage ability or trait that targets multiple allies and you are
17+: 1d6 + 16 + A damage within distance of the effect, you can choose to be a target
of the effect as well.
Additionally when you use your I’m No Threat ability, you
can take the Disengage move action as part of that ability.
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TRAINED ASSASSIN STICKY BOMB INSIGHT)
You know just where to cut your enemies. Whenever you Explosives are best when they’re attached to an enemy.
make a strike with at least one surge and no banes, the Keywords: Ranged Type: Action
strike gains an extra surge which you must use on that Distance: Ranged 10 Target: One creature
strike. Effect: You attach a small bomb to a creature. If you are
hidden from the creature, they don’t notice the bomb and
PERK you remain hidden. The creature otherwise notices the
bomb and can remove it as an action, disarming the bomb.
You gain an exploration, interpersonal, or intrigue perk of At the end of your next turn, the bomb detonates. You can
your choice. See Perks for more information. also detonate it earlier (no action required). When the
bomb detonates, you make a power roll targeting each
2ND-LEVEL COLLEGE ABILITY enemy within 3 squares of it.
Your shadow college grants your choice of one of two Power Roll + Agility:
abilities. 11 or lower: 4 + A fire damage
12–16: 7 + A fire damage
2ND-LEVEL BLACK ASH ABILITY 17+: 11 + A fire damage
Choose one of the following abilities.
STINK BOMB INSIGHT)
IN A PUFF OF ASH INSIGHT) Yellow, disgusting gas explodes from a bomb you toss.
You enchant a strike with your teleportation magic. Keywords: Area, Ranged Type: Action
Keywords: Magic, Melee, Ranged, Strike, Weapon Distance: 3 cube within 10
Type: Action Target: Each creature in the area
Distance: Target: One creature Power Roll + Agility:
Power Roll + Agility: 11 or lower: 2 poison damage
11 or lower: 6 + A damage; you can teleport the target 12–16: 5 poison damage
1 square 17+: 7 poison damage
12–16: 10 + A damage; you can teleport the target up Effect: The gas remains in the area until the end of the
to 3 squares encounter. Any creature who has M < average and starts
17+: 14 + A damage; you can teleport the target up to their turn in the area is weakened (save ends).
5 squares
2ND-LEVEL HARLEQUIN MASK ABILITY
TOO SLOW INSIGHT)
Choose one of the following abilities.
Your foe made a big mistake.
Keywords: Melee, Ranged, Strike, Weapon MACHINATIONS OF SOUND INSIGHT)
Type: Free Triggered Action Illusory sounds make your foes reposition themselves as they
Distance: Self; see below Target: Self cower or investigate the disturbance.
Trigger: You use your In All This Confusion ability. Keywords: Area, Magic, Ranged Type: Maneuver
Effect: You avoid any effects associated with the damage Distance: 3 cube within 10
that triggered your In All This Confusion ability. Before Target: Each enemy in the area
you teleport, you can make a free strike against a creature Power Roll + Agility:
who damaged you to trigger In All This Confusion. After
11 or lower: Slide 4
you teleport, you can spend a Recovery.
12–16: Slide 5
2ND-LEVEL CAUSTIC ALCHEMY ABILITY 17+: Slide 7
Choose one of the following abilities. Effect: This forced movement ignores stability. Instead,
the forced movement is reduced by a number equal to the
target’s Intuition score.
SO GULLIBLE INSIGHT)
When your enemy strikes, you reveal you were in a different
place all along.
Keywords: Attack, Melee, Ranged, Magic, Weapon
Type: Free Triggered Action
Distance: Self; see below Target: Self
Trigger: An enemy strikes you.
Effect: You use your Clever Trick ability with no insight
cost, causing the creature who made the triggering strike
to target an illusory image of you. You appear in an
unoccupied space within 3 squares of that creature and
can make a free strike against them. You can then spend a
Recovery.
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3RD-LEVEL FEATURES STAGGERING BLOW (7 INSIGHT)
There’s no recovering from this.
As a 3rd-level shadow, you gain the following features.
Keywords: Melee, Ranged, Strike, Weapon Type: Action
Distance: Target: One creature
CAREFUL OBSERVATION
Power Roll + Agility:
Given the opportunity to watch your foe, you can assess 11 or lower: 7 + A damage; M < weak, slowed (save
their vulnerabilities and pick the perfect moment to strike. ends)
You gain the following ability. 12–16: 11 + A damage; M < average, prone and can’t
stand (save ends)
CAREFUL OBSERVATION
17+: 16 + A damage; M < strong, prone and can’t
A moment of focus leaves a foe firmly in your sights.
stand (save ends)
Keywords: — Type: Maneuver
Distance: 20 squares Target: One creature
Effect: As long as you remain within distance of the target,
maintain line of effect to them, and strike no other
creature first, you gain a surge and an edge on the next
strike you make against the assessed creature.
7-INSIGHT ABILITY
Choose one heroic ability from the following options, each
of which costs 7 insight to use.
DANCER (7 INSIGHT)
You enter a flow state that makes you nearly impossible to
pin down.
Keywords: — Type: Maneuver
Distance: Self Target: Self
Effect: Until the end of the encounter, whenever an enemy
moves adjacent to you or damages you, you can take the
Disengage move action as a free triggered action.
MISDIRECTING STRIKE (7 INSIGHT)
Why are you looking at ME?!
Keywords: Melee, Ranged, Strike, Weapon Type: Action
Distance: Target: One creature
Power Roll + Agility:
11 or lower: 9 + A damage
12–16: 13 + A damage
17+: 18 + A damage
Effect: The target is taunted by a willing ally within
squares of you until the end of the target’s next turn.
PINNING SHOT (7 INSIGHT)
One missile—placed well and placed hard.
Keywords: Ranged, Strike, Weapon Type: Action
Distance: Target: One creature
Power Roll + Agility:
11 or lower: 8 + A damage; A < weak, restrained (save
ends)
12–16: 12 + A damage; A < average, restrained (save
ends)
17+: 16 + A damage; A < strong, restrained (save
ends)
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