Mörder
Mörder masters concealment, silence, and movement through shadow, hiding weapons, muffling actions, and becoming invisible to act without being noticed.
1. Hidden Shadow
Description
The Half-Zeraphir can conceal objects within their clothing or equipment almost imperceptibly.
System
Objects no larger than the character's forearm are automatically hidden from targets that do not use magical means of detection.
Larger objects can be hidden with an opposed Manipulation + Stealth test against the observer's Perception + Security/Readiness.
Typical difficulties:
- 4 successes to conceal a longsword.
- 9 successes, reduced by 1 for each success rolled, to conceal a full suit of armor.
Momentum
Normally, this ability does not generate Momentum.
Concealing several small objects or two or more medium objects may generate Momentum at the GM's discretion.
Cost
1 action
2.1 Ethereal Step
Description
The Half-Zeraphir can walk across any solid surface as though walking on the ground.
System
Slippery surfaces, such as oil, still present the normal risk of slipping.
Momentum
Generates +1 Momentum per scene.
Cost
No action
2.2 Deadly Silence
Description
While engaged in close combat, all the Half-Zeraphir's actions are naturally muffled.
System
In Stealth tests, this reduces the difficulty by 2 and may provide additional benefits under favorable conditions.
Examples
- The cries of pain of enemies who are struck.
- Footsteps through puddles or dry leaves.
Momentum
Not specified.
Cost
No action
3. Phantom Veil
Description
In dimly lit environments, the Half-Zeraphir becomes practically invisible as long as they do not interact with the environment.
System
Any interaction—moving objects, attacking, or opening doors—immediately reveals their position.
If activated while being observed, make an opposed Mörder + Stealth test against the observer's Perception + Readiness.
If the observer wins, the Half-Zeraphir does not become invisible.
Momentum
If revealed, the Half-Zeraphir gains +1 Momentum.
If the observer wins, the Half-Zeraphir gains +1 Momentum.
Cost
1 action
4. Shadow's Edge
Description
For the next 3 turns, the Half-Zeraphir's weapon is wrapped in shadowy energy and deals aggravated damage.
System
For the next 3 turns, the Half-Zeraphir's weapon deals aggravated damage.
Momentum
First activation: +2 Momentum.
Subsequent activations: +1 Momentum.
Cost
No action
5. Total Veil
Description
The Half-Zeraphir becomes truly invisible.
System
While invisible, opponents in close combat have +2 difficulty when attacking the Half-Zeraphir or defending against their actions.
Area attacks or defenses using a large shield may reduce the penalty to +1 at the GM's discretion.
Momentum
Upon activation, gain +1 Momentum.
Interacting with the environment or participating in combat increases Momentum by +1 every 3 turns, beginning on the first turn of interaction.
Cost
1 action