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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