Deadshade; an Action-Horror Role Playing Game
Step 1: Determining Biography.
A charcter’s biography is who they are. Their name, appearance, where they are from, who they are and what they do for a living.
Character Name - your character’s name
Gender - your character’s gender
Veil-Touch - which plane has touched your character
Elemental Plane of Air
Plane of Creation
Plane of Destruction
Elemental Plane of Earth
Elemental Plane of Fire
Elemental Plane of Water
The Shadow Realm
Citizenship - which region your character belongs to. The location of your primary residence.
Faction Affiliation - any factional alliance or affiliation.
Karma - the overall impression of your character and representation of how they are viewed by the general public.
Step 2: Tempting Fate.
Each player may choose to “Tempt Fate” when their character is completed. This is done by drawing 5 cards from a deck comprised of all the face cards + 2 additional ones. Players may also choose to play “Joker’s Wild” which adds both joker cards to the deck which do more extreme effects. Each card grants a bonus or a negative with everything from bonus and negative ability scores, to increased wealth to veil-touched items or even a deathmark. It’s all in the cards. Any time up to and during the 3 card, players may choose to “cheat fate” which allows them to re-draw their cards but the cards already drawn get put aside and may not be drawn on the second chance. This can only ever be done once.
Fate Card List
Step 3: Determining Ability Scores.
Ability scores are determined by a point buy system. Each character starts at a base 10 and are given 24` points to allocate between Ability Scores to a maximum of 18.
Strength - this score represents the overall physical strength of a character and effects things such as carry weight, strike score, melee damage, etc.
Agility - this score represents a characters speed, reflexes and dexterity and effects things such as response to traps, action points, initiative and aim score.
Constitution - this score represents a characters overall endurance and physical resistance and effects things such as hit points, stamina points, mana points and resistances to things like poison and radiation.
Intelligence - this score represents a characters overall mental capabilities and effects things such as Veil Powers known, skill points and reasoning.
Perception - this score represents a characters visual and auditory capabilities along with their reasoning and effects such as mental resistances and various skill points.
Charisma - this score represents a characters physical beauty, force of personality and social graces. It effects social skills and situations and a high enough score grants a discount with merchants. This ability score also acts as a focal point to reflect a character’s karma.
Luck - this score represents a characters overall luck and effects things such as critical chance, Test of Fate at Character Creation and special situations.
Ability Modifiers are used in determining bonuses and negatives on actions or abilities based upon an Ability Score. The Modifiers are as follows:
1 -5 | Can’t use abilities tied to this score
2-3 -4 | Can’t use abilities tied to this score
4-5 -3 | Can’t use abilities tied to this score
6-7 -2 | Can’t use abilities tied to this score
8-9 -1 | Can’t use abilities tied to this score
10-11 | 0
12-13 | +1
14-15 | +2
16-17 | +3
18-19 | +4
20-21 | +5
Step 4: Determining Statistics.
A character’s statistics represent their overall capabilities in combat.
Hit Points- a character’s hit points represents their overall state of health. When a character’s Hit Points reaches 0 they are considered unconscious. If they read – 1 HP, than they are considered bleeding out and much roll a 1d20+END Mod every round on their turn to stabilize. They must reach a DC of 20 or higher to stabilize or continue to bleed out at a rate of 1 HP per round. If they reach – HP equal to their Constitution Score, they are dead. Every character gets 1d12 + CON Mod per level of HP.
Defense Points - many types of armor grant Defense Points which act as a secondary set of Hit Points that take damage before actual HP. When Defense Points reach 0, the armor the character is wearing is considered rent and has a percentile chance to be “rent” which reduces it’s benefits by half.
Magic Points - MP represent a characters capability to use Veil Talents. Each Veil Talent has requires a certain number of Veil Talents to be used. When MP reaches 0, they can no longer use Veil Talents unless they have an appropriate restorative or rest. Every character gets 1d6 + INT Mod + END Mod at first level and then 1d6 + 1/2 END and 1/2 INT mod per level.
Stamina Points - SP represents a characters overall stamina in combat and is required to use Combat Talents. Each Combat Talent requires a certain number of SP to use. If a character reaches 0 SP, they can no longer use any Combat Talents unless they have an appropriate restorative or rest. very character gets 1d6 + STR Mod + END Mod at first level and then 1d6 + END and STR mod per level.
Action Points: AP represents how many actions a character can take in combat. Each character gains 5 + AGL Mod + Misc. Bonuses for action points. Standard Attacks and Spells cost 5 AP, Combat and Veil Talents cost their own AP and movement costs 1 AP per 5 feet.
Armor Class - every character starts with a base 8 AC and a + 2 Natural Armor bonus if they are Veil-Touched. Most forms of armor grant an addition bonus to AC.
Initiative - this statistic represents a characters ability to react when combat begins. At the start of combat, each character rolls a 1d20 + Initiative + Mis. Bonuses with the highest roil going first.
Strike Score - this statistic represents a characters capabilities in close range combat. A character gains a bonus to their Strike Score every level at a rate dependent on their Profession and gains a bonus from their Strength Score.
Aim (Ranged Attack) - this statistic represents a characters capabilities in ranged combat. A character gains a bonus to their Aim Score every level at a rate dependent on their Profession and gains a bonus from their Agility Score.
Step 5: Determining Profession.
A character’s Profession determines a character’s starting cash, trained skills, proficiencies and special talents.
Step 6: Determining Talents.
Talents are abilities that are both active and passive that grant bonuses both offensive or defensive along with special abilities and attacks. Each character starts off at 1st level with one or more Special Talents based upon their Profession.
Additionally, each character may choose 1 Combat or Veil Talent at first level. Each character may also choose 1 Special Talent at first level. All characters gain 1 Combat or Veil Talent and 1 Special Talent every 3 levels.
Step 7: Determining Resources.
A character’s resources represent the various connections, finances and favors that make up their support system and infrastructure. Each character gets 3 points to spend in Resources at first level.
Funding - this represents incoming wealth and/or resources from a single source (i.e.: business, trust fund, etc.). Each source of Funding must be taken separately and the higher the rating in Funding denotes the quality of the business/size of the trust fund along with the value of it. Funds may be liquidated which permanently decreases their funding rating by 1 point. The character will receive an amount of money relative to the decrease in rating.
5 to 4: $4,000
4 to 3: $2,500
3 to 2: $1,000
2 to 1: $500
1 to 0: $300
Connections - this represents connections within a single person within a specific group, division of a faction, region or anything similar. (i.e. Black Market, New Orleans Sheriff’s Dept., etc.). Each connection must have their own rating which represents the person’s loyalty to you, the quality of information they can provide and their skill at not getting caught providing with said information.
Property - this refers to any building, land, vehicle or highly valued items that are not usually carried on a person and owned by the character. Each building/land/item must have it’s own Property Rating and the rating establishes the quality and value of the item. Property can be liquidated which completely removes that specific Property and gains the character an amount of money relative the value of the property.
Staff - this refers to any non-combatant people who are in the direct or indirect employ of the character. These people are commonly clerical staff, household staff or other such positions. Each set of staff require their own rating which denotes the skill/training, loyalty and wages of that staff. A player must have at least 1 point of funding for every 2 points of staff they have. Must have Leadership to advance past rating 2.
Forces - this refers to any combatant people who are in the direct or indirect employ of the character. These people can be anything from bodyguards to assassins to mercenary companies and will fight for the character and follow their orders. Each group of Forces must have it’s own rating which represents their overall skill/training, equipment, loyalty, size of the forces and wages. A player must have at least 1 point of funding for every 1 points of Forces they have. Forces can only be taken with the Leadership feat.
Step 8: Determining Skills.
Skills are the various capabilities that a character has learned or trained in.
Decipher Script -
Disable Device -
Escape Artist -
Gather Information -
Handle Animal -
Move Silently -
Open Lock -
Sense Motive -
Sleight Of Hand -
Speak Language -
Use Rope -