Darkweird is not quite earth; while most of humanity is blind to their existence, a wide variety of spirits and hidden races share their world – some bound by the ancient dictates of the light and others bowing to the sinister will of darkness. Shadow of Dark Wings was a Dark Reaper – a spirit tasked with the capture and banishment of earthbound spirits who had willing embraced the powers of darkness – and thus opened a path for it into the physical world. Shadow is a quite reasonable design, at least for his own somewhat-specialized milieu. As always in this section, Shadow was designed using Eclipse: The Codex Persona (also available in a Shareware version Here)
Spirit Binder, Angel Of The Abyss. Darkweird Campaign; Level 3 Dark Reaper.
Racial Bonuses: Dark Reaper: +2 ECL. +4 Str (24 CP), +4 Int (24 CP), +2 Per, -2 Chr (6 CP), 2d6 Mana (Half cost due to Darkweird world laws, 6), Rite of Chi (Specialized; only when banishing an evil spirit to the dark realms, 3 CP), Presence (Aura of Intimidation, -2 Morale penalty to Attacks, Checks, and Saves of enemies in a 10′ radius, 6 CP), Privilege (free access to the Dark Bastion, 3 CP), Inherent Spells (Protection from Dark [Evil] 4/Day, Dark Seal [Dismissal] 1/Day, 12 CP), and a choice of one Thaumaturgy Feat (6 CP).
Disadvantages: Duties (Guardian of Reality, Harvester of Evil Spirits, +2 CP/Level), Accursed (cannot enter dwellings without an invitation), Incompetent (-5 on Computer Use), and Unarmored (Total +10 CP). Totals: 96 CP (Base) + 10 (Disadvantages) + 2/Level (Restriction) + 2/Level for Mana (Fast Learner) = 118 CP. Experience: 2 CP
Basic Attributes: Strength 16 (+3), Dexterity 14 (+2), Constitution 16 (+3), Intelligence 20/22 (+6), Wisdom 18/20 (+5), and Charisma 11 (+0)
Saves: Reflex +1 (Net +5, 3 CP), Fortitude +1 (Net +6, 3 CP), and Will +6 (Net +13, 18 CP).
Warcraft +2 BAB (12 CP)
Hit Dice: L1 d12 (8 CP), L2-3 d6 (4 CP). 31 Total HP.
Armor Class 10 (Base) + 2 (Dexterity) +4 (Shield Effect) = 16
Proficiencies Simple Weapons and Kusari-Gama (6 CP)
Languages (7) English,
Usual Weapon: Kusuri-Gama. +5, 2d6+4 damage, Crit 19-20/x2, Ghost Touch, 15′ Reach
Level-Based Feats (0 CP)
L1) Adept: Half cost for Concentration, Demon Sorcery, Shadow Walk, and Knowledge/The Planes.
L3) +2 Caster Levels, Specialized: Thaumaturgy Only.
Other Abilities (63): Limit 36 CP + 10 (Disadvantages) + 5/Level for Mana + 1/Level (Restriction) = 64
Fast Learner (Specialized in Mana, +2 CP/Level, 6 CP):
Innate Enchantment (8 CP): +2 Perception (1400), +2 Cunning (1400), +2 Resistance bonus on saves (2800), Eldritch Mastery (+3 competence bonus on all Thaumaturgic skills, 1400). 7000 GP total value.
Mana (12 CP): Grand Total 10 (Racial) + 14 (Purchased) = 24
Test of Wills/Dark Presence (33 CP): May spend an action making an opposed will check against a target within 60′. Checked, Subordinated, Frightened, Binding, Mob (can dominate low-level crowds), and Extended (Lasts 1 minute per level of the user)
Relic/Ring of Ebon Bindings (4 CP): Chain of Ki (15′ Reach), Varying Grasp (No penalty when working within reach), Entangle (May grapple at range), Focused Imbuement (Weapon has Ghost Touch), Whirlwind (May attack everyone within reach 1/minute or by spending 1 Mana), and Innate Enchantment (Shield, +1d6 Electrical Damage on contact on command, sheds light on command). All Corrupted: Only with Kusuri-Gama.
Skill Points: 6 CP + 36 SP (Cunning) = 42 SP. Concentration +9, Demon Sorcery +11, Forgery +10, Knowledge/The Planes +11, Listen +8, Shadow Walk +12, Slight of Hand +4, and Spot +8
Thaumaturgy: Basic Field: Chaos Magic. Skills: Ban Event +11, Balance Force +7, Increase Entrophy +5, Decrease Entrophy +5, Pattern Breaking +4, Phasing +4, and Confusion +4.
While sufficient for a variety of minor tricks, Shadow’s skills are not yet high enough for him to cast any major spells, but they can readily be built up later on.
Sample Spell Effects:
Ban Event: This one is pretty straightforward. Worried about something in particular happening? Fix it so it doesn’t. Sadly, you can’t prevent the inevitable, but you can (briefly) ban critical hits, keep people from seeing you, or prevent other specific outcomes. It’s dangerous to use this on long-range things though: events can get very twisted if they have to avoid some really likely event.
Confusion: While this is good for disrupting almost any kind of activity, it can also get you promoted for doing foolish things, make people think they heard the correct password or saw the correct ID, get you mistaken for a visiting VIP – or at least someone who belongs there – and otherwise produce almost any kind of mistake or miscommunication. It’s very handy if you want a mass of troops to start hitting each other, if you want to recover from foot-in-mouth disease (“that’s not what I said!”), or if you want to curse a group with inefficiency.
Balance Force: This is a straightforward neutralizing effect. Most obviously, it can be used to counter various forms of energy attacks, to contain explosions, and to break falls. Less obviously it can counter kinetic energy to reduce the effects of impacts or bring things to a halt, prevent explosives from being triggered, create force barriers, counter spellcasting and other powers, counteract Van Der Walls forces to turn matter into gas, disrupt nuclear structures, or shut down electrical systems. Effects such as neutralizing gravity, inducing paralysis, and restraining excessive emotionalism are higher level, but quite possible.
Increase and Decrease Entropy: This pair of skills produces order and disorder. They can catalyze or suppress chemical reactions, make things older or younger, re-assemble destroyed targets or destroy intact ones, build things out of parts or disassemble them, refine raw materials or separate the components of mixtures (yes you can unscramble an egg), trigger or suppress explosives, induce or remove corrosion, raise or lower temperatures, make fuels burn explosively, increase or decrease the efficiency of machines, create or cure genetic disorders (including cancer), concentrate or dissipate energy, and either create or destroy information.
Pattern Breaking: While this is good for virtually any kind of destruction or dispelling effect, it’s also good for disrupting communications, breaking addictions, getting people out of bad relationships, making people have new and creative ideas, disrupting formations and traffic, putting images inside of crystals, inducing epileptic fits or other weird behavior, disrupting reflexes, immune responses, and other body systems, suppressing inhibitions, making sure that no one can predict your actions, and getting people and groups to accept new ideas.
Phasing. While it’s great for evading injury. It’s also good for reaching into things, sticking things together by phasing their surfaces together, creating explosions by putting two solid objects into the same place, hiding things inside of other things (or even yourself), taking away people’s gear, bypassing armor and parries, sabotaging electronics by contaminating vacuums and semiconductors, passing through or hiding in solid objects, attacking through barriers, breaching the barriers between dimensions, and
Warp Odds: While this is the basic effect for modifying dice rolls it can also be used to force unlikely events (the more unlikely, and the more control you want over how it happens, the higher the spell level), for divination via coin tosses (or similar random systems) via changing the odds of getting the right answers, to cut travel time by manipulating happenstance, to direct research efforts, and to cause technical malfunctions. In general, looking for very general (everyone on my side will have good luck in this battle!) or very short-term specific effects (I will make this shot!) is far easier and safer than trying something like “The dark lord shall fall by my blade!”.