Dark Stalker Chartacter Type

Sir Brad

Banded Mongoose
Ok even though I don't have the last Discipline equivalent ability worked out yet I'm posting any way.

The Basics, CS, EP & WP
Dark Stalkers have CS & EP like most other Character Types, they also have WP (willpower) used to power their Supernatural abilities, at GM's option WP can be determined at Character Generation or when the Dark Stalker aquiers an ability that requires the expenditure of Willpower to use.

CS 1D +10
EP 1D +20
WP 1D +10 (+Bonuses from Abilities)


Advanced Skills
Dark Stalkers have a number of Kai Discipline like abilities, these are not derived from the Blessings of the God Kai but from a lifetime of hard work and careful study.

Pt 1 Discipline Clones, Dark Stalkers have a number of Advanced skills that are Game Mechanical the same as Kai Disciplines and for simplicities sake shear their names as well they are Camouflage, Hunting, Tracking, Weapon Skill.

Pt 2 New & Modified Abilities, Coming Soon.
 
Advanced skills pt2: New & Modified Abilities

Mind Blast: as Kai Discipline, But unlike the Kai Lords a Dark stalker must exert themselves mentally to make the attack expending a point of Willpower each round to use the ability, Selection of this ability increases the Dark Stalkers total Willpower by 1

Mind Shield: as Kai Discipline, But unlike the Kai Lords a Dark stalker must exert themselves mentally to defend against a psychic attack expending a point of Willpower each round to use the ability if the Dark stalker lacks willpower or chooses nor to expend them they do not benefit from this defense, Selection of this ability increases the Dark Stalkers total Willpower by 1

Apothecary: The Dark Stalker is trained in the Apothecaries arts as such they can prepare various Potions, Poisons and such to Heal, Harm and induce other effects. the Character starts play with an Apothecaries Satchel, it contains a Mortar & Pastel and other apothecaries tools and can hold up to four additional items.

Shadow Magic: Shadow Magic in it's self is neither good nor evil, it is derived from the natural element of Shadow and can be bent to the will of Mortal and Inmortal beings to serve their various purposes, most Shadow Magic is illusory in nature and therefore benign, but like all elements Shadow can inflict baneful effects, these are the ones practiced most by the Dark Stalkers. At each odd Rank the Dark stalker may choice one Shadow Magic spell from the Following list, at even levels the power of the spell increases (more WP can be spent and normal bonuses to Task Rolls)

Shadow Blade: from the very shadows themselves in their hand the Dark Stalker forms a Blade falling some where in size between a Dagger and Short Sword. Shadow Blades are not governed by any Weapon Skill that can be lernt by a Dark Stalker and may not be thrown, the consecration required to form a Shadow Blade prevents the Dark Stalker from spending Willpower for the casting of other Shadow Magic abilities or the use of Mind Blast. It costs 1 WP per Turn to maintain a Shadow Blade

Shadow Berth: the Shadows that lie within a body force out the air causing the target to asphyxiate (sophisticate) this can lead to the death of the target, cause them to violently become unconscious or if used slowly and subtlety can cause the target to fall in top unconsciousness. for the first two options preform normal Combat resultuion with the Dark Stalkers Current Will power in place of their Combat Skill and the Targets Current Endurance Points in place of theirs to determine Combat Ratios, in either case the Dark Stalker can not take damage and the target takes either lethal or stun damage as appropriate. Both these attacks require the expenditure of 1 WP per round. If used to cause the target to fall asleep it costs between 1 & 5 WP depending on how awake the GM determines the target is, some targets may be too awake or have high enough blood oxygen levels to be effected by this method

Shadow Cloak: the Dark stalker cloaks themselves in a simple shadowy illusion to conceal their visual presence or smiler ends. WP cost is usually 1WP and lasts for a short time (as determined by the GM and the characters rank)

Shadow Hand: this spell allows the manipulation of physical objects in a manner slimier to the Kai Discipline Mind over Matter, though less precise with more strength at the cost of 1WP, for 2 WP objects can be herded at or near a target to cause a minor distraction (-1 to task rolls or CS) or for 3wp major distraction (-2 to task rolls or CS) unfortunately this spell can not be combined with WP using abilities like the Shadow Blade Spell or the Mindblast ability.

Swiftness of Shadows: using this spell the Dark Stalker may flit from shadow to shadow with in line of sight at a speed roughly equal to a fast horse at full gallop taking to the branches, across wave tops or up walls if need be as they step on or throw shadows as if they where open ground. this spell costs 1wp per turn (or more for truly amazing feats)


Pt 3, the Last Advanced Skill or Pt 4 Mastery Skills (Rank 11-20 abilities) Coming Soon.
 
Two comments:

1. Some of the abilities are pretty much weaker clones of the Kai abilities... which is not a very good incentive for picking this class in the first place.
- "What can this guy do?"
- "Well, everything a Kai can, except worse and with more effort."
- "Umm... I think I'll rather take that Noodnic character..."

2. Too many uses of the word "shadow". Try taking a decent thesaurus and looking for alternative words instead of just parroting the same word over and over. Take the Grand Master series for LW as example - Dever did not just go and add "Grand" as a prefix to all the Magnakai abilities, did he?

Other than that, the class looks interesting. The "Swiftness of Shadows" discipline reminds me of the Hellhound creature from the Blood Moon campaign for LW d20, could have some interesing uses in a dungeon or underground setting.
 
I Should go back and Bold the Discipline equivalents, since Shadow Magic contains a number of Sub powers, hence the heavy use of the word "shadow"
 
Did someone say shadow? :wink:

I would tend to agree with the avoid near-Kai skills. What makes the Kai special is that they have abilities no-one else possesses. Yes there are Border Rangers that can hunt and track for example but their skill is learnt by phsysical experiences, Kai are able to do this and more with psychic intuition. The problem is the Gamebooks work so well because Lone Wolf is such a good all rounder and, when powerful enough, someone with good all round skills can survive alone without needing to cooperate with a group to pool thier skills: Which isn't good for a RPG.

"Wolf, take out those Orcs!"
"Duck Boss! Merlin's casting Lightning Bolt and they won't survive that."
"Right, Spider pick the lock of that chest-"
"Merlin just opened it with a Knock spell..."
"Okay, let's just take the dark dagger back to the priest to get the curse removed. That alright with you Merlin?"
"Actually, I just cast Remove Curse", said Merlin...

So definately diversity is the way to go. I remember there was a lot about Anti-Paladins in D&D a while back - they were evil knights with powers opposite to Paladins. It was generally felt a bad idea because Paladins were rare and it was so hard to become one; the forces of good were few and the forces of evil many. It was nice to think that one side had something that the others had nothing like, rather than similar but opposing classes.
That said there is Wolf's Bane of course whch Joe excellently handled...

I would say think of abilities that may work similarly but in a radically different way. For example, say you want an evil character to have Healing you could decide it only works by touching the blood of another - +1EP each time you inflict a hit in combat, you can heal others if you have a sufficient donor (incl.self).

However, there is nothing wrong with having more passive abilities work similarly - if everyone has Mindshield that's alright (Bk17 in Xaagon you would permanently suffer hearing loss if you didn't have Psi-Screen, so if you were doing it as a group you would all need it), if everyone could hunt/forage for berries that saves another mechanic (food) and allows for concentration on the real adventure ("You travel through the Hellswamp for a week bef- eh? What do you mean 'I'd be dead I'm only carrying one meal...?'") but if we can all fire different sorts of lightning bolts that's a bit boring.

In the new Flight from the Dark the Giak Captain at the Beacon of the Kai Monastery has Mindshield but in the form of a Nadziranim Spell perhaps you could use that? You could have a Shadow Mind type skill which hides your conciousness - acting as a very powerful Mindshield that also prevents anyone from reading your thoughts but you cannot make any Psychic attacks while it is in effect.

Similar is okay if you can make it different enough! Have slightly different bonuses and penalties or better yet come up with something new.
 
Forgot to say.

Dark Stalkers - Who, What, Where, When, Why & How?

This is a new class I'm guessing as I have not heard of them before (shadow mages in D&D, Hellblade(?) I think in Planescape, etc. yes but not on Magnamund).

Are they rogues with magic abilities or wizards with scoundrelish tendancies or something else? Most, if not all, RPG's give a brief outline of the class before giving stats and skills. Asking those 6 questions will give you some ideas. So what are Dark Stalkers? Are they just men, just women, only drakkarim, only found in Stornlands, only rich folks, only from the streets? Can anyone join? What do they 'do'? Are they interested in wealth, power, secrets, everything? Where are they found - worldwide or one small part. Are they an organisation like a guild/monastery, are they secretive? Are there lots of them? How did they first come into being? What is the history? Are they just random indiviuals learning from some sort of shadowy/other-plane mentor or is there an actual place that another Dark Stalker will teach them? How do they get their special powers? Do they learn spells like a wizard or make some sort of demonic bargain/become possessed? Are they available in any time period? What are the orders ultimate goals or origins?

You don't need reams if you don't want to but just enough so that players have an idea of what they are. You only have to say 'Wizard' or 'Knight' and people have a rough idea of what you mean, you say "Up ahead you see a Dark Stalker" and six different people will see six different creatures in their mind's eye: "I thought it was a Giant Spider", "Nah it's like a Kleasa," "Oh, I thought it was that Suhnese wench from the Full Moon Inn, man she won't leave me alone..."

If you think about the class in this way first, a lot of the skills and abilities will just leap out at you plus they are more likely to be original and different than those of the Kai, etc.

P.S. I do like the idea, sounds cool.
 
(Don't want to be the one hogging this thread, sorry)

Is a Dark Stalker like an assassin? If so you might want to get ideas from...

SPOILER




BK16 Legacy of Vashna. 323/294, 215. Smudd is assassinated by a crystal arrow shot from a mysterious figure dressed all in black - cue a traditional LW rooftop chase. 95 three accomplaces hurl a glass sphere which entangles you with magic vines giving them time to escape/70 you chase him so closely he drops a Runic Disc before you are tangled in the vines: 255 a Vashna Elder roughs you up and you drop the disc "his temper quickly coolswhen he recognises it to be a mark of the Guild of Rhem, the most feared brotherhood of assassins in all of northern Magnamund." (He assumes you are an agent on their side after that)



Perhaps there is something there to help.

Assassins are quick and deadly fighters, not toe-to-toe combatants like knights and Kai so if a Dark Stalker is like this skills should favour quick (last a single round) or ambush attacks - they don't need Mindblast. You could have a Shadowstrike ability where the Dark Stalker causes the targets shadow to turn against them - ruleswise treat the shadow as a first attaker on the ganging up combat rules - the shadow can't harm the target but the Dark Stalker becomes a Second Attacker/+2CS and so on; it would mean that you could only have up to three attackers capable of causing damage rather than four of course - but an Advanced version could change that. You could rule poor shadows make the target immune, like in pitch black underground or middle of Sadi Desert midday. So it gives a similar bonus to Mindblast without it actually being Mindblast, in an RPG each character sould shine at different times; sometimes the Kai will able to Mindblast the foe but plenty are immune, sometimes the Dark Stalker can Shadowstrike and at others not - sometimes they can both do it!
 
Some other thoughts.

Shadowstrike variation... if you don't like the ganging up idea how about letting the Dark Stalker attack the target's shadow in normal combat and be able to harm them that way as well, +2CS. Works a bit like a voodoo doll, harming the shadow harms the target.

Spell idea - Darkning Bolt (not mine comes from a D&D magazine adventure) basically a Black Lightning Bolt that also makes you blind if you fail the save.

Shadow Gates - these are portals between planes of existence. Grey Star, a Shianti Sorcerer, needs to find the Kundi (ape-men mystics) because they can predict when temporary Shadow Gates will appear. It should be noted that until Lone Wolf returns from the Daziarn to defeat the Darklords in MS5070 it was believed that Shadow Gates only gave a one way trip (you can ony come back with great power/Lone Wolf needs the Lorestones to return). Even wizards thought it was one way. Perhaps a Dark Stalker could have some ability with Shadow Gates? Either prediction/detection or protection when using.

SPOILER
Kleasa - a Shadow Demon from Grey Star Bks 1 & 2. Grey Star cannot affect this foe at all and only 'defeats' it and rescues his kidnapped companion Tanith after givng the Kleasa the Black Rod that Shasarak the Wytch King used to bind it to his service. Perhaps a Dark Stalker may have some ability here too?


One other thought... if a Dark Stalkers 'Advanced' Skills come from a "lifetime" of study, just how old are they? Sixty, Seventy? In the Voyage of the Moonstone, Lone Wolf 21, the New Order GRAND MASTER is Twenty years old. If Dark Stalkers have to spend that long studying, how are they keeping themselves sustained in the meantime - how do they earn enough to survive? A lot of Role players might not want to play a very old character (that is if you meant old or as I suspect a "lifetime" isn't really a lifetime as such).
 
PC's bean down for a few days with Mal Ware Infections.

as to what Dark Starkers are? they are the Scouts, Spies, Saboteurs and Assassins of the Drakkarim nations, they dabble in some magic (one out of 10 of their abilities for ranks 1-10 and again 11-20) are Magic, than a only of a certain type. think of them as Ranger/Ninja crossbreeds

their is no one Order, Guild or Society of Dark Stalkers, but they all shear a common skill set, Since Drakkarim don't allow all but a few exceptional Women in the ranks of the Regular Army or those not of pure Drakkarim Blood either or those of their enslaved peoples, where the Dark Stalkers will take them (after all who would suspect a Lenchian woman of being a Drakkarim Spy?).

I'd like to give more but I'm about to leave for work, I'll try and post something more in the Morning when I get home in the Wee Hours (got to love night shift).
 
PC's bean down for a few days with Mal Ware Infections.

as to what Dark Starkers are? they are the Scouts, Spies, Saboteurs and Assassins of the Drakkarim nations, they dabble in some magic (one out of 10 of their abilities for ranks 1-10 and again 11-20) are Magic, than a only of a certain type. think of them as Ranger/Ninja crossbreeds

their is no one Order, Guild or Society of Dark Stalkers, but they all shear a common skill set, Since Drakkarim don't allow all but a few exceptional Women in the ranks of the Regular Army or those not of pure Drakkarim Blood either or those of their enslaved peoples, where the Dark Stalkers will take them (after all who would suspect a Lenchian woman of being a Drakkarim Spy?).

I'd like to give more but I'm about to leave for work, I'll try and post something more in the Morning when I get home in the Wee Hours (got to love night shift).
 
Right. Sounds really cool!

So they are lightly armoured with perhaps a little magic to complement their mainly rogueish assassin type skills. You guys must have this down somewhere else in which case only someone like me would need an explanation.

Good idea for a class, imagine it being a lot of fun.
 
All part of "the Plan" I'm building a document with the fluff and game mechanics, ATM I'm just putting the Game stuff out there to get some feedback to find out if I've gone Munchtastic or if I've nerfed the Character Type too much, the basics of this where written when I still had my green spineed Kai series and where getting the first of my orange/flesh-toned Magnakai books, it was munchtastic back then as for a little bit back then I was going through a "Team Evil" fan-boy phase.

Haven't finished writing them up yet but the last two Advanced Skills are "Rouegcraft" (Thieving skills, Con Games and a bit of Street performance) and Intuition (applied paranoia backed up by a touch of psychic selectivity).
 
Sir Brad said:
Intuition (applied paranoia backed up by a touch of psychic selectivity).

Aha that old Star Wars Classic "I have a bad feeling about this...", uttered by pretty much everyone in the saga!
 
Bump, also compiling the posted parts so far and finishing the rank 1-10 abilities.


The Basics, CS, EP & WP
Dark Stalkers have CS & EP like most other Character Types, they also have WP (willpower) used to power their Supernatural abilities, at GM's option WP can be determined at Character Generation or when the Dark Stalker aquiers an ability that requires the expenditure of Willpower to use.

CS 1D +10
EP 1D +20
WP 1D +10 (+Bonuses from Abilities)


Advanced Skills
Dark Stalkers have a number of Kai Discipline like abilities, these are not derived from the Blessings of the God Kai but from a lifetime of hard work and careful study.

Camouflage: As Kai Discipline

Hunting: As Kai Discipline

Tracking: As Kai Discipline

Weapon Skill: As Kai Discipline

Mind Blast: as Kai Discipline, But unlike the Kai Lords a Dark Stalker must exert themselves mentally to make the attack expending a point of Willpower each round to use the ability, Selection of this ability increases the Dark Stalkers total Willpower by 1

Mind Shield: as Kai Discipline, But unlike the Kai Lords a Dark stalker must exert themselves mentally to defend against a psychic attack expending a point of Willpower each round to use the ability if the Dark stalker lacks willpower or chooses nor to expend them they do not benefit from this defense, Selection of this ability increases the Dark Stalkers total Willpower by 1

Apothecary: The Dark Stalker is trained in the Apothecaries arts as such they can prepare various Potions, Poisons and such to Heal, Harm and induce other effects. the Character starts play with an Apothecaries Satchel, it contains a Mortar & Pastel and other apothecaries tools and can hold up to four additional items.

Shadow Magic: Shadow Magic in it's self is neither good nor evil, it is derived from the natural element of Shadow and can be bent to the will of Mortal and Inmortal beings to serve their various purposes, most Shadow Magic is illusory in nature and therefore benign, but like all elements Shadow can inflict baneful effects, these are the ones practiced most by the Dark Stalkers. At each odd Rank the Dark stalker may choice one Shadow Magic spell from the Following list, at even levels the power of the spell increases (more WP can be spent and normal bonuses to Task Rolls), Selection of this ability increases the Dark Stalkers total Willpower by 1

Shadow Blade: from the very shadows themselves in their hand the Dark Stalker forms a Blade falling some where in size between a Dagger and Short Sword. Shadow Blades are not governed by any Weapon Skill that can be lernt by a Dark Stalker and may not be thrown, the consecration required to form a Shadow Blade prevents the Dark Stalker from spending Willpower for the casting of other Shadow Magic abilities or the use of Mind Blast. It costs 1 WP per Turn to maintain a Shadow Blade

Shadow Berth: the Shadows that lie within a body force out the air causing the target to asphyxiate (sophisticate) this can lead to the death of the target, cause them to violently become unconscious or if used slowly and subtlety can cause the target to fall in top unconsciousness. for the first two options preform normal Combat resultuion with the Dark Stalkers Current Will power in place of their Combat Skill and the Targets Current Endurance Points in place of theirs to determine Combat Ratios, in either case the Dark Stalker can not take damage and the target takes either lethal or stun damage as appropriate. Both these attacks require the expenditure of 1 WP per round. If used to cause the target to fall asleep it costs between 1 & 5 WP depending on how awake the GM determines the target is, some targets may be too awake or have high enough blood oxygen levels to be effected by this method

Shadow Cloak: the Dark stalker cloaks themselves in a simple shadowy illusion to conceal their visual presence or smiler ends. WP cost is usually 1WP and lasts for a short time (as determined by the GM and the characters rank)

Shadow Hand: this spell allows the manipulation of physical objects in a manner slimier to the Kai Discipline Mind over Matter, though less precise with more strength at the cost of 1WP, for 2 WP objects can be herded at or near a target to cause a minor distraction (-1 to task rolls or CS) or for 3wp major distraction (-2 to task rolls or CS) unfortunately this spell can not be combined with WP using abilities like the Shadow Blade Spell or the Mindblast ability.

Swiftness of Shadows: using this spell the Dark Stalker may flit from shadow to shadow with in line of sight at a speed roughly equal to a fast horse at full gallop taking to the branches, across wave tops or up walls if need be as they step on or throw shadows as if they where open ground. this spell costs 1wp per turn (or more for truly amazing feats)

Intuition: Dark Stalkers are not as psychically sensitive as other great Heroes, Villains, Wizards or even truly gifted carnival hawker, but they are more aware of the undercurrents of fate than most normal people, this combined the perception of subtitle clues (both consciously and unconsciously) and healthy paranoia they are able to avoid many hidden dangers that Stalk the World. Selection of this ability increases the Dark Stalkers total Willpower by 1

Roguecraft: their are few Veteran Dark Stalkers and none who would dare call themselves "Master" that are unable to Cut a Purse, Brake a Lock, run a Con or engage in Prestidigitation (Slight of Hand) and other kinds of Street Performance. Dark Stalkers can run with the best Thieves, Outlaws, Circus Folk and all manner of other Rogues, perhaps not Mastering all their Crafts but preforming them well enough.

Authors Note: Nothing against Street Performers, Carnies and Circus Folk (I my self have turned a Buck in Street Performance and know many good people among their number), but the world over for as long as people have bean taking note of such things, Disreputable sorts have bean using the Itinerant & Traveling Arts as a cover for their less than moral & legal endeavors.

Advancement Notes: once a Dark Stalker has learned all four of the Intuition, Mind Blast, Mind Shield and Shadow Magic Advanced Skills they revive a finale 1 WP Bonus.

Next: Ranks 11-20 where the Rules Change (or at least some of them).
 
How about describing a short scenario or two where this character would be useful? I'm having trouble putting all his skills together to get an idea of what playing him would be like...
 
I'll try to show how you could substitute Dark Stalkers in for Kai in to The Merchants Task and Enemy Mine as well as make adventure suggestions more tailored to Dark Stalkers. but for the time being just think Ranger & Ninja style adventures.
 
Hmm, I'm not familiar with those scenarios (if they are from S&P, post the issue numbers so we can go and have a look).

As for ranger/ninja style - beware of falling into the 'Super Ninja' cliche and making a character that is brilliant at everything martial. People want characters that are interesting to play with, not unbalanced and 'too good' to be fair (we have the Kai for that...).

As for roles, try to envision a niche that this character would fulfil in the Darklands, and then elaborate on that. Make his skills fit in not only with what his superiors will expect him to do, but also to fit in with what he would have been subjected to while growing up/training to be a DS. You can often get great ideas for skills if you just take five minutes to try and flesh out the character's background (am speaking from experience on that point).
 
The Merchants Task is the intro adventure from the new edition of the RPG, Enemy Mine showed up in S&P but is in fact the third act of The Merchants Task that got edited out of the Core Book.
 
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