02. The Runelands
Depending on the time and place, the Shadow is either a roguish trickster or an ominous threat, and both views have some truth to them. The hidden hand of the Empress, the Shadow encompasses needful things best left unspoken. The place for such things is always uncertain, and unwelcome until the day they are needed, when their welcome is deep indeed.
Also Called: The Assassin, the Spy, the Taker, the Thief, the Shadow.
Often Depicted As: A cloaked figure of either gender, the night wind, a humanoid shadow, a snake, a rat, or a raven.
Blessings of the Shadow
Corroboration of Coincidence: Fate favors your lies with minor coincidences and circumstantial evidence that seem to lend them credence. You may apply a boost to the scene before you roll Deceive, so long as you can describe how it helps you look more honest. If successful, the boost turns into an aspect on the scene.
The Name Is a Mask to the World: Any time after you hear someone’s name from their own lips, you may duplicate their face, voice, and manner until the sun has risen twice. You may never mimic the same person twice.
THE POWER OF NAMES
Even those who don’t fully understand the nature of the Shadow understand that giving a stranger your name is a gesture of trust. How careful people are about this varies from culture to culture, but it is usually at least a consideration.
Smoke in the Wind: For 1 MP, you make no noise you do not wish to be heard. Not only does this allow you to move in absolute silence, but you can also use it selectively, such as speaking so only one person can hear you. At the cost of a fate point, you may exit a scene, passing from sight.
The Accounting of Small Things: Once you have successfully stolen something small enough to fit in a pocket, it is gone until you choose to reveal it again. No amount of searching—or even stripping—will reveal the purloined item. You may only have one such item at a time hidden in this fashion.
The Supplication of Locks: You need only whisper your name into a lock to attempt to pick it, as if using a full set of tools. If successful, the attempt takes only a moment. If unsuccessful, you may try again the old-fashioned way.
The Seeker Gazes in All Directions: You are never surprised. Even if it’s only by a moment, you are always forewarned of the unexpected.
Stars Illuminate the Night: So long as there is the faintest amount of light, you can see as if it were a bright day. In the rare case of utter darkness, you can see as well as if you had a light source.
Case the Joint: Reading a room is a triviality to you. Even more, you can spot the emotional lynchpins in a room and easily understand how actions would impact the mood. If you roll Discern to read a room—difficulty Mediocre (+0)—count how many shifts you accrue. Over the course of the scene, you may ask the GM to tell you how people would react to any hypothetical scenario. You can do this a number of times equal to the number of shifts generated.
The Inner Eye Sees Inner Truth: Without rolling, you can tell if another character is lying so long as the target’s Infamy is equal to or lower than your Discern. In the case of high Infamy, you will know that you cannot tell, but will never receive a “false positive.”