Shadows

Shadows

This page deals with Shadows, briefly explaining what they are and what to expect from them in combat.

In the most basic of terms, Shadows are living incarnations of repressed personality traits. The Sea of Chaos- as the dreaming collective pool of humanity's subconscious- reacts strongly to powerful emotions and subconscious psychological stresses, and repression is about as high-pressure as you can get. The imprint of that repression leaves a hole that is filled with miasma, spontaneously animating into a living entity.

Your average Shadows are fragmented creations. What does this mean? It means that they're usually coalesced lumps of repressed emotion drawn from a general pool of it, instead of being drawn from one specific person. The typical Shadow you meet in the Sea rarely represents a specific individual's repressed emotion. Imagine if every repressed emotion sinks into the Sea of Chaos, and seeks out similar emotions to it, then they fuse together into a big mass that pumps out Shadows. The Shadows are still representative of those traits in a general sense, but are 'fragmented': unfocused and hazy. Focus equals power in the Sea of Chaos, and this lack of attention and sense of oneness makes a Shadow weak.

That said, not every Shadow is this dissipate. The more focused a Shadow is, the more direct attention fed to them, the more powerful they become. The most powerful Shadows are 'pure', being formed wholly from the repressed personalities of a single human being. These 'Archetype Shadows' are immensely powerful, as they are in a major sense, a part of a whole person empowered by the Sea. That focus, that living-ness, that personality- that becomes power to a Shadow.

Attention and focus is important to a Shadow, as noted. It gives them power. Now, there's a kind of contradiction at play here: Shadows are rejected, repressed elements from the human mind. That repression gives them a reason to be, and a form, and power. They still crave attention, focus, the raw psychic flow from the conscious mind concentrated on them… Yet, if the repressor were to fully embrace their Shadow, acknowledge it as a part of themselves, then the foundation of their existence would cease, and they would be subsumed into their creator's mind. (A Shadow of sufficient power that undergoes this process can become a Persona.)

As a result, the 'sweet spot' for Shadow power is to become powerful and noteworthy enough to draw attention, but to be monstrous or ugly enough to avoid being accepted by their creator. A creator who is fully aware of their own Shadow, yet trying ever harder to repress or reject it, is the 'best' kind of creator, feeding immense power into their Shadow.

Of course, that comes to the question of what Shadows want. In their most intrinsic being, Shadows are repressed personalities that crave, beg and demand recognition and acceptance. They want nothing more than to be 'more' than a Shadow, and to become something accepted. They want that embrace. In that way, they're pretty similar to humans. Shadows will thus seek out that nirvana, demanding acceptance whilst never hiding their own nature- repression is not in a Shadow's nature. If a Shadow cannot achieve acceptance, then it will settle for control instead. This depends on the Shadow itself: fragmented Shadows are content to gorge on attention and other Shadows, gaining raw power enough to control its form and carve out a domain for itself in the Sea of Chaos. More focused Shadows will seek to subvert their creator. In Katashiba, a fully realised Archetype can reach into the dreaming mind of their creator and attack it. Given time, the Archetype will drag the creator into their Dream Theatre, where the Archetype will go to work subsuming the creator into the repressed reality that they tried so hard to evade. If the Archetype isn't stopped, they will completely rewrite the creator's personality, hollowing them out and filling the person up with themselves.

Every human being has their secret thoughts, unreadable to none but themselves, embedded in a book in the Library of Alexandria. When an Archetype Shadow overthrows their creator's personality, this book is violently rewritten and turns into a gateway for the Sea of Chaos to seep into the Library of Alexandria. It also allows the Shadow to enter the Waking World, wearing the skin of the creator. This often proves destructive, for the Shadow will retain its power and might, and often draw miasma into the Waking World in order to tap that power. Furthermore, the miasma seeping into the Library eventually begins soaking into the books of other people, influencing, corrupting and shaping their thoughts, which has a cascade effect. Given enough time and breaches, the Shadows will corrupt ever more books, destroying the Library and plunging human consciousness into the depths of the Sea, where it cannot be separated from the subconscious. If this were to happen, human identity would collapse and the world would turn into a formless, chaotic warp-space where reality is the plaything of the powerful, of the most hidden, secret and frequently destructive parts of human nature. It would be a cataclysm.

Human culture shapes perception, and for many thousands of years, has been adept at externalising the internal elements of the mind. Distasteful thoughts become strange demons, mysteries are manifestations of the fae, and the deepest questions of meaning are asked of gods. This context shapes the appearance and nature of Shadows, giving them the identities and forms of entities from myth, legend, story and lore.

Despite often appearing monstrous or terrifying, and despite their primordial nature, most Shadows are intelligent and capable of communication and thought. Many Shadows aren't outwardly hostile, and some are even friendly or willing to help. After all, just because an emotion is repressed doesn't mean the emotion is a 'bad' one. Kindness, love, understanding and generosity can all be repressed in certain circumstances. Shadows who have long exposure to humans start changing and evolving almost immediately, as the attention and introduction of new ideas starts shaping the Shadow's personality. In essence, attention, understanding and communication see Shadows grow as 'people'.

In summary:

  • Shadows are living manifestations of repressed personality traits.
  • Shadows are usually fragmented, being drawn from a pool of emotion made by lots of people sharing that emotion.
  • The purer the source of the emotion, the mightier the Shadow, where 'purest' means 'focused, coming from one person'.
  • Shadows grow stronger through attention and emotion. A creator who is aware of their Shadow yet represses it ever more empowers it.
  • Shadows crave acceptance but, if they cannot achieve it, will settle for control, attempting to overthrow their creator and taking over their body. This turns their book in the Library into a gateway for the Sea, allowing miasma to flow into the realm of human consciousness.
  • That's bad, because if it happens enough times, it'll end the world.
  • Shadows have forms drawn from myth and legend.
  • Shadows are sentient, and need not always be dealt with violently. Some will be helpful or even allies.
  • Shadows who are exposed to constant attention from an enlightened human begins evolving and growing because of that attention. This broadens the Shadow's understanding of the world and of themselves as new ideas are introduced into their limited schema.

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Types of Shadow

Despite their chaotic origins, Shadows can be categorised in various ways. Every Shadow identifies with at least one Arcana, and every Shadow falls into one of four 'weight classes': Troupers, Conductors, Archetypes, and Incarnates.

Trouper Shadows

Troupers are the most common and most basic Shadow. They are almost never unique in form, and it's common to see multiple Troupers all wearing the same form. These forms are typically identical in ability.

Troupers are the 'unfocused', 'generic' Shadows drawn from broad pools of repressed thought. As a result, a Trouper can never be properly 'accepted' by any one person. On the other hand, Troupers can be permanently destroyed by being harmed. They are easily controlled by more powerful Shadows, and so will often end up being dominated by an Archetype should they enter that Archetype's Dream Theatre.

Troupers have a single Arcana. They have a maximum of four Powers, two Traits (not including the Shadow trait) and one Knack. They start at 30 in all scores. Troupers are divided into two types: Minors and Majors. Minor Troupers and Major Shadows have the same base mechanics, except Minors only possess a single wound, and losing it means they die instantly.
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Conductor Shadows

Conductor Shadows are about as powerful as Shadows get without having the intrinsic focus of an Archetype's nature. Conductors are external manfiestations of the Archetype, and each Archetype usually has one Conductor for each of its Arcana. They Conductors, hence they 'conduct' the energy of the Archetype throughout the Dream Theatre. Conductors are rare and powerful, with each having its own motivations and small domain that often requires a full session to unpick. Each Conductor is tied to its Archetype, so learning about the strengths and weaknesses of the Conductor will inform you about the Archetype's style and strengths.

Conductors have a maximum of eight Powers, five Traits (not including the Shadow trait) and one Knack. They start at 35 in all scores. They have the following:

  • Two Arcanas.
  • A maximum of 8 Powers
  • A maximum of 5 Traits. The Shadow trait does not apply to these.
  • One Knack.
  • Start with Miasma Bonus/2 number of extra talent ranks
  • Start with Miasma Bonus/2 number of extra skill ranks

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Archetype Shadows

Archetype Shadows are (barring a few examples) the most powerful and dangerous of Shadows. They are 'pure', being drawn entirely from a single person's repressed personalities. Their ties to that person are incredibly important, and Archetypes know this, seeking to twist those ties to achieve what they want.

Archetypes receive empowerment from 'Heeds', which gives them the power to create Dream Theatres. These Theatres then draw lesser Shadows into the Archetype's orbit, who the Archetype dominates. Archetypes can never be permanently destroyed so long as their Heed is extant, although killing the creator might do the trick regardless. That said, it's possible for an Archetype of sufficient power to survive the death of their creator. Archetypes can also be properly 'accepted' by their creator, which, if done genuinely, sees the creator awaken and embrace the refused parts of their personality- which manifests as a Persona. If someone seizes the Heed of an Archetype, they have the power to reform the Shadow, which in so doing can change the personality of the creator in major ways. This inevitably dissolves the Archetype almost immediately, especially if the Archetype finds a sense of acceptance in that reformation. On the other hand, the Heed can also be used to violently destroy the Shadow, which can kill the creator.

Archetypes have up to three Arcanas, one of which grants Exemplary bonuses to the Archetype. Each Archetype has a 'Facet' for each Arcana. Facets are kind of like independent body parts attached to the Archetype. They can't move, as they're part of its body, but they have their own initiative and actions. They have their own pool of powers, traits and scores, and may only use its own when taking actions. Archetypes can use any scores, traits or powers from any of its living Facets. Each Facet is tied to a Conductor, and knowing the weaknesses of a Conductor will inform you as to the weaknesses of the Facet. Destroying a Facet staggers an Archetype and grants a One More, even if it was already staggered. Furthermore, those Arcanas are intrinsic to their Dream Theatre, meaning that the Troupers and Conductors in a Dream Theatre only have the options of their Archetype's Arcanas for their own.

Archetypes have a tenth characteristic, called Repression, which makes them more powerful and grants them a pool of Fate Points equal to their Repression Bonus. They start at 40 in all scores except Repression. They also have:

  • Up to three Arcanas, with one providing an Exemplary
  • A maximum of 10 Powers
  • A maximum of 6 Traits. The Archetype and Shadow traits do not apply to these.
  • A maximum of 2 knacks
  • Start with Miasma Bonus number of talent ranks
  • Start with Miasma Bonus number of Skill ranks

Defeated Archetypes drop 'Possibility Eggs', which are compressed, hardened, rock-like forms of miasma. They can be fed to the Tree of Sophia to empower her, but can also be used- if one knows how- to release the miasma in a massive burst. This can be devastating, but it can also be used to enact miraculous changes on the world.
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Incarnate Shadows

Incarnate Shadows are the ultimate form of Shadowkind. They are Archetypes that have conquered their creator, absorbing the creator's personality and replacing it with the extreme, exaggerated personality of the Archetype. Incarnates are stronger than Archetypes, and can even enter the Waking World, wearing their creator's (really, their own) body as a 'skin'. They retain much of their power in the Waking World, miasma levels permitting.

Such is the power of Incarnates that they constantly draw in and produce miasma, meaning they have an inherently corrupting effect on reality. Their conquest means that they also dominate their creator's book in the Library of Alexandria.

Incarnates cannot be reformed, nor can the original person be saved. Incarnates must be destroyed. The problem is that Incarnates are so powerful that even experienced Evokers have to be careful around them.

Incarnates always have three Arcanas. They gain Exemplary bonuses from all of their Arcanas. They can create Dream Theatres without Heeds. They have no limits on their Powers, Traits or Knacks. They always possess the Archetype Shadow trait.

Like Archetypes, Incarnates drop Possibility Eggs. They also use the Repression score.

The greatest difference between Incarnates and Archetypes is that Incarnates do not have Facets, which are the sign of an incompletely unified Shadow. Instead, Incarnates gain one turn for each of their Arcana. They can be temporarily weakened weakened, losing one of these turns, but doing so requires something inherent to the Incarnate.
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Miasma

Miasma is a topic of great importance to Evokers. Not only is it a substance that supports and enables Shadows, it also gives form to Personas. Simply put: get used to dealing with Miasma.

What is miasma? You can think of miasma as a type of 'radiation' that is generated by the Sea of Chaos. In effect, it's what the Sea of Chaos is made of. Miasma reacts to thoughts and emotions like putty, being twisted, shaped and pulled by it with ease. Miasma lets those thoughts even override the laws of physics, allowing for incredible, impossible things to happen. Essentially, miasma is the engine by which Shadows and Personas exist and use their amazing abilities.

But miasma is, as one might guess by the name, dangerous. Miasma contains within it the collected repression and emotional pollution that defines the Sea of Chaos, and unsafe exposure to it can see the raw emotion begin to influence people's own behaviour or even draw Shadows out of them. Furthermore, miasma begins to make reality more 'malleable', allowing powerful personalities to shape the world around them. In sufficiently high amounts, miasma begins to infuse real matter, blurring the lines between the world of hard reality and the world of dreams. At this level, reality begins to unravel as people shape it to their whims, and even stray thoughts can sometimes mutate and take on a life of their own. Should the miasma level ever surpass a level known as the 'Horizon of Minimum Order', then reality collapses. The Sea of Chaos breaches its levees and inundates the world, subsuming it and absorbing it into its own. The world is turned into a primordial state where raw willpower and powerful personality are the only anchors in a nightmare scape, a world where it becomes impossible to keep even the smallest thought from radically changing reality around you. In this event, human civilization would cease to exist, and all but the most powerful of humans would become little more than nightmare-stricken beasts.

It is the Evokers' duty to prevent this from happening. In most parts of the world, the Sea of Chaos is safely isolated from the Waking World. Katashiba, however, is a special 'crossing over point', where the barrier between the Waking World and the Sea of Chaos are thin. Here, without the work of Persona users maintaining the seals and defeating Shadows, miasma would eventually leak into Katashiba and from there, the world. The Sea of Chaos craves expansion into the 'higher levels' of the metaverse, specifically the Library of Alexandria and the Waking World. As the Tree of Sophia's seals wither, the miasma starts to gradually leak in. Archetype Shadows transmit small amounts of miasma to their creator's waking body, but can vastly hasten the process by conquering their creators' conscious minds and taking over their bodies directly. This turns the person into an untrammelled conduit for the Sea of Chaos, and leads to them steadily pumping miasma into both the Library and the Waking World.

Shadows absorb levels of miasma into themselves at levels relative to their power. The most powerful of Shadows see this miasma coalesce into 'Possibility Eggs', hardened, inert stones of raw miasma that appear after the Shadow has been defeated, which can be used to strengthen the Tree of Sophia, in the Library of Alexandria. However, Possibility Eggs can, if one knows how, be 'hatched' to make miracles happen. Seeing the future, going back in time, maybe even bringing back the dead… But using the Eggs in this way adds a massive amount of miasma to the Waking World.

Despite its name and its terrifying implications, miasma is not a force of evil. It is merely a primordial force that can be shaped by psychic activity. In fact, since Personas gain a degree of power from miasma, it is sometimes in the Evokers' interests to manipulate miasma to give themselves an edge, primarily in the Waking World.

In Summary…

  • Miasma is Sea of Chaos radiation that makes Shadows and Personas viable.
  • It's psychically reactive and responds to powerful thoughts and emotions. The more miasma, the less powerful the thought has to be.
  • It seeks to expand into the Waking World through Katashiba, leaking through due to the Tree of Sophia's weak seals.
  • Archetype Shadows that turn into Incarnates pour steady miasma into the world.
  • If miasma breaches levels known as the 'Horizon of Minimum Order', reality collapses because miasma has utterly subsumed all normal matter, thus making everything fully subordinate to the mind.
  • This is a bad thing.
  • Archetype Shadows leave behind 'Possibility Eggs' on defeat. Possibility Eggs are very powerful nuggets of pure, concentrated miasma that can be used to make impossible things happen- but also dump a load of miasma into the Waking World.
  • They can also be used to power up the Tree of Sophia.
  • Manipulate miasma to give yourself an edge!

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Miasma Effects

At the start of each week, the level of miasma in the Waking World is measured, as is the rate of miasma spread (ie how much the level of Miasma grows every week). Managing miasma spread is essential to keeping the Waking World in some sense of order.

The reason this is important is because the level of miasma- represented as a number between 0 and 100- has strong effects.

Defeating an Archetype Shadow or an Incarnate results in a drop in miasma and miasma spread, and a Possibility Egg can be given to the Tree of Sophia to reduce spread to 0 for two weeks. An Egg can also be used to soak up 20 Miasma from the Waking World. Using an Egg to produce a special effect creates Miasma instead, at a rate dependent on the act and the power of the Egg.

On the other hand, Archetype Shadows add an amount to miasma spread so long as they have a functioning Dream Theatre and are alive. Thus, you are encouraged to defeat such a Shadow as soon as possible.

The effects of Miasma on the Waking World are as follows:

  • At 20+ Miasma, Personas can be manifested fully in the Waking World.
  • At 40+ Miasma, weaker Shadows can make limited forays into the Waking World.
  • at 60+ Miasma, all Evokers gain Advantage when using Persona Powers. Shadows of greater power enter the real world. Individuals with Willpower 20 or less come under attack, their consciousness being drained to feed Shadows, leaving them as drooling puppets.
  • At 80+ Miasma, humans with WP 40 or over gain a Knack and humans with WP 50 or over gain a single trait or ability. Locales become unreliable and warped. Shadows now prey on people with Willpower 30 or lower. People of Willpower 20 or lower begin turning into Shadows. Society struggles to function.
  • At 100+ Miasma, the Horizon of Minimum Order is breached, and chaos engulfs the Waking World.

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Miasma level and Dream Theatres

Miasma directly influences how powerful the Shadows in a Dream Theatre are.

Every Dream Theatre has a base Miasma level. This is equal to the Archetype's base Repression. To this value is added the Miasma of the Waking World. So if a Dream Theatre has a base level of 20 Miasma, and the Waking World has 20 Miasma, a Dream Theatre will operate at 40 Miasma.

When a Dream Theatre is created, each Shadow in it uses the total Miasma level of the Theatre to calculate how strong they are. Each Shadow gets a sum of points based on Miasma level, which they can spend on upgrades.

  • Trouper Shadows get half the total Miasma level in points.
  • Conductors and Archetypes get the total sum.

Shadows can spend these points in the following ways:

  • Spend 1 point to add +1 to any Score. (Troupers max at 50)
  • Spend 10 points to add +1 Light Wound.
  • Spend 10 Points to add a Tier 1 Talent or Skill they have an aptitude in.
  • Spend 20 Points to add a Tier 2 Talent or Skill they have an aptitude in, or a Tier 1 Talent or Skill they don't have an aptitude in.
  • Spend 20 Points to improve a weapon. Damage can be +1, range can be +10, or gain a new Quality or improve an existing one.
  • Spend 20 points to improve an existing Trait with a numerical value. Values measured in single digits gain a +1, values measured in double digits gain a +10.
  • Spend 30 Points to add a Tier 3 Talent or Skill they have an aptitude in, or a Tier 2 talent or Skill they don't have an aptitude in.
  • Spend 30 points to add +1 Heavy Wound.

As miasma grows, Shadows in existing Dream Theatres grow stronger. However, if miasma drops, these Shadows do not grow weaker. However, if miasma is lower by the time of the next Dream Theatre, then those Shadows will be weaker than they otherwise would be.
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Shadow Arcanas and Abilities

Depending on their weight class, Shadows can have one, two or three Arcanas. Much like PCs, these Arcanas determine the Shadow's fundamental abilities. They take one of the Magical Characteristics of one of the Arcanas, their choice.

Every Arcana grants its Shadow bonuses to Characteristics and wounds, as well as skills and talents. It also influences their Abilities, but not in a specific mechanical way.

Unless otherwise specified, all Shadows start with two skill ranks in any skills of their choosing, in addition to the skills they gain from Arcana.
Arcana Magic Characteristic Score Bonus Talent Aptitudes Skills Ability Bias
Magician Intelligence +5 Melee, Agility, Intelligence Agility, Intelligence, Offense 2 ranks, Agility or Intelligence Magic (Offensive), Action Arts
Priestess Fellowship +5 Fellowship, Intelligence, Perception Intelligence, Fellowship, Fieldcraft 2 ranks, Fellowship or Intelligence Magic (Support/Restore)
Empress Willpower +5 Fellowship, Agility, Willpower Willpower, Fellowship, Finesse 2 ranks, Fellowship or Willpower Magic (Support/Offensive), Attack Arts (Light)
Emperor Willpower +10 Willpower, +5 Melee Weapon Skill, Willpower, Offense 2 ranks, Melee or Willpower Magic (Offensive), Attack Arts (Power)
Hierophant Intelligence +10 Intelligence, +5 Perception Intelligence, Fieldcraft, +1 Talent Slot 3 Ranks, Intelligence Magic (All)
Lovers Fellowship +10 Fellowship, +5 Perception Perception, Fellowship, Defense 3 Ranks, Fellowship Magic (Support/Restore/Ailment)
Chariot Willpower +10 Strength, +5 Melee Weapon Skill, Strength, Offense 3 Ranks, Strength Attack Arts (Power), Action Arts
Justice Intelligence +10 Perception, +5 Ballistic Ballistic Skill, Perception, +1 Talent slot 3 Ranks, Perception Magic (Support/Offensive), Attack Arts (Rifle)
Hermit Intelligence +10 Intelligence, +5 Willpower Finesse, Knowledge, Fieldcraft 2 Rank, Intelligence or Willpower Magic (Support/Hex/Ailment)
Fortune Willpower +10 Agility, +5 Ballistic Ballistic Skill, Agility, +1 Talent slot 3 Ranks, Agility Magic (Support/Offensive), Action Arts, Attack Arts (Rifles, Assault Rifles, Shotguns)
Strength Willpower +10 Toughness, +5 Strength Toughness, Defense, +1 Talent Slot 2 Ranks, Toughness or Willpower Magic (Support), Action Arts, Attack Arts (Shields, Crushing)
Hanged Man Willpower +10 Toughness, +5 Willpower Toughness, Willpower, +1 Talent Slot 3 Ranks, Toughness Magic (Support/Hex), Action Arts, Attack Arts (Crushing)
Death Willpower +10 Willpower, +5 Intelligence Intelligence, Willpower, Resolution 3 Ranks, Willpower Magic (Hex/Offensive/Ailment), Attack Arts (Pistol/Rifle)
Temperance Willpower +5 Intelligence, Agility, Willpower Agility, Knowledge, Resolution 2 Rank, Intelligence or Willpower Magic (Offensive), Action Arts, Attack Arts (Light/Pistol)
Devil Fellowship +5 Fellowship, Willpower, Perception Toughness, Perception, Social 2 Rank, Fellowship or Perception Magic (Offensive/Hex/Ailment), Attack Arts (Assault Rifle/Crushing)
Tower Willpower +10 Ballistic, +5 Agility Ballistic Skill, Offense, Finesse 3 Ranks, Perception Attack Arts (Ranged), Action Arts
Star Fellowship +5 Strength, Toughness, Fellowship Strength, Willpower, Offense 2 Ranks, Strength or Fellowship Magic (Offensive/Restore), Action Arts, Attack Arts (Power/Shield)
Moon Fellowship +5 Perception, Agility, Fellowship Agility, Perception, Social 2 Ranks, Perception or Fellowship Magic (Offensive/Hex/Ailment), Action Arts
Sun Fellowship +5 Melee, Strength, Fellowship Weapon Skill, Strength, Social 2 Ranks, Melee or Fellowship Magic (Offensive/Support), Attack Arts (Power)

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Shadow Personalities

Shadows have Personalities, which dictates their initial disposition towards others as well as their behaviour in combat. Some of these are non-hostile. Furthermore, Archetypes and Incarnates don't bother with these.
Name Effect Combat Behaviour
Angry Angry Shadows take Advantage to resist fear, panic and intimidation, but Disadvantage to resist Enraging and taunting.. They will attack the party on sight. They will automatically Frenzy on losing a Heavy Wound or all of their Light Wounds. Angries prioritise whichever target is closest, unless the target is unbeatable; they're not stupid. They take Disadvantage to resist Enraging or taunting.
Coward Cowardly Shadows take Disadvantage to resist Panic, fear and Intimidation. If confronted alone, they will flee. Cowards prioritise targets who are the least threatening, with a special focus on targets who are already being attacked by others.
Cruel Cruel Shadows will engage the party on sight. They take Disadvantage to resist falling for traps that rely on hurt or weak-seeming individuals. Cruels will prioritise weak targets who are suffering from status effects or injuries, the weaker the better. If they One More, they will savagely focus on attacking the target. Unlike other Shadows, they will prioritise targets with no active Persona.
Friendly Friendly Shadows are non-hostile if encountered alone. They will curiously observe the party and may be capable of limited interaction, with the chance of providing boons. Friendlies prioritise support and ailments, and will prioritise targets who are most of a threat to their allies. They are satisfied with driving threats off and will rarely attempt to cripple, maim or kill.
Gentle Gentle Shadows are non-hostile if encountered alone. They will keep their distance from the party. Gentles will provide support to allied Shadows through healing or buffs. They will not attack unless cornered. If there are no allied Shadows willing or able to fight left, the Gentle will flee.
Happy Happy Shadows are non-hostile, even if encountered with other Shadows. They will putter around, but if they see something distressing- such as a fight, or a visible ailment- they will instantly become hostile toward whoever started it. Happies prioritise supporting those who are not upsetting them, especially if those people are fighting those who are/ upsetting them.
Honourable Honourable Shadows will openly engage the group. Honourable Shadows that are inflicted with Panic never flee; if they would trigger fleeing they instead take 10 Stress. They take Advantage to resist fear and panic, but Disadvantage to resist Deception and Brainwashing. Honourables prioritise targets who they consider the most worthy, mostly those with the most damage potential. They do not like attacking targets who are being flanked, and always prefer fighting one on one. If they Stagger a target and gain a One More, they will not use that One More to attack the same target. They fight to the death.
Marauder Marauder Shadows will not attack on sight, but prefer to stalk the party until they are in trouble or engaged. Marauders prioritise hit and run attacks against whichever target they can do the most damage to; they also prioritise using ailment spells.
Mercurial Mercurial Shadows have three other Personalities, which they switch between in order. On top of usual effects, Mercurials take Disadvantage to Confusion resistance.
Observer Observer Shadows are ill-intentioned, but non-hostile. They will observe the group peacefully and not intervene into battles; after observing a battle, they will run to other Shadows and begin spreading information about the group's weaknesses. They take Advantage to tests to oppose Stealth. Observers hate fighting themselves and will always try to flee. If they cannot flee, then they will attack whoever is most likely to block their retreat.
Pack Hunter Pack Hunter Shadows take a Disadvantage to all tests if alone. Conversely they take an Advantage to all tests if communicating with another Pack Hunter. They will flee if encountered alone, but will attack if in a group. Pack Hunters prioritise targeting foes who are already under attack, wearing them down with sheer weight of numbers.
Paranoid Paranoid Shadows take an Advantage to Awareness skill tests. They will attack the party on sight. If a Paranoid Shadow is attacked by an ally, such as through accidental AoE or through Brainwashing, they will treat that ally as an enemy permanently. Paranoids prioritise targets who they consider to be the greatest risk, starting with those who can target the Shadow's weaknesses. They have no compunctions about abandoning their allies.
Predator Predator Shadows take Advantage to Stealth skill tests. They will patiently pursue the party and attempt to set up ambushes, especially on isolated characters. Predators prioritise targets with low defenses and who are easy to hit. If they fail to pull off an ambush, they will attempt to retreat and try again.
Protective Protective Shadows take Advantage to Guardian tests and Threat tests. They will not engage unless the party comes too close, or their allies engage the party. Protectives prioritise protecting their allies, either with their own body or with support spells. They will attempt to weaken foes they consider the most dangerous.
Smitten Smitten Shadows are in love with one ally and will never flee so long as the ally is around. If the object of their affection dies, they will fall unconscious with grief. If encountered alone, they instead fall for a party member at random and will stubbornly pursue them, proffering aid and fighting their foes. They are immune to Brainwashing, unless the Brainwashing is from their object, in which case it automatically succeeds. Manipulation, similarly, is very hard on Smittens unless from the object of their affections. Smittens prioritise supporting the object of their affection, either with support spells or by fighting those who target them. They will also prioritise anyone they perceive as also liking their object, including other Smittens.
Smug Smug Shadows take an Advantage to Intelligence skill tests but a Disadvantage to Perception skill tests. They will engage on sight. Smugs prioritise targets whose weakness they can hit, so long as the target seems fairly strong. If a Smug scores a One More it will not use it to attack but will instead support or restore itself; these are the only times it will do so. If the Smug cannot support or restore itself, it will instead preen and gloat, wasting the One More.
Spoiler Spoiler Shadows will attack on sight. Spoilers prioritise disrupting targets' attacks, either through ailments, defensive spells, or by, say, knocking them over or engaging shooters in melee.
Strategist Strategist Shadows take an Advantage to Intelligence skill tests. If confronted alone, they will retreat to find more Shadows. Strategists prioritise targets whose weaknesses they can hit, and will attempt to Stagger as many enemies as possible to set up an All Out Attack; if they cannot do so directly, they will either ailment likely candidates or support allies who can. If outnumbered or outgunned, the Strategist will voluntarily retreat and regroup, gathering more Shadows to itself.
Stupid Stupid Shadows take a Disadvantage on Perception and Intelligence tests. They will attack the party on sight. Stupids prioritise the closest possible target, even if the target is unbeatable.
Treacherous Treacherous Shadows will turn on their allies if it seems as though they are going to lose. They do not like fighting by themselves, and will pretend to be non-hostile if forced to do so. Treacherous Shadows prioritise weak targets who are least able to defend themselves or mitigate damage.

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