Phantom

Phantoms are a unique mix of mystic, thief, and warrior. They are members of an organization known as the Darklings. The organization has its claws in major crime syndicates, noble families, thieves' guilds, and the military.

Powerful phantoms are specialized in their respective fields. They are either feared slayers of men or unequalled in the subtle social environment.

Leaving or betraying the organization is whispered to bring a fate far worse than death…

None of the phantom classes receive the normal +1 to reputation per level that other characters get. Those looking for fame are in the wrong line of work.

''Designer's note: yes, I know we boned this class hard. The point is that the phantoms in training are being watched by their superiors to find those that have the potential to become either phantom—agent/Liaison or phantom—assassins. The weak are weeded out early.''

=Phantom (Youngling)= {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%" Skill cost: 5
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Requirements:

Minimum Grace: 10

Minimum Agility: 13

Gothic ancestry

Portents background (see below)

Must help support the organization

Training time: 9 months

Features and bonuses:

+1D6 maximum hit point capacity

Bonus contact: local crime syndicate

Special:

Only available to those born during a storm (portents background)

Exclusive to the Darklings organization



Skills
Accounting apprentice

Ambidexterity

Glare I

Hand-to-Hand: Akijutsu I

Hiding I

Sleight-of-Hand I

Sneaking I


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Level Bonuses
 +1 to dodge, or +1 initiative +1 level to all class skills +1 to agility +3 skill levels to divide between either social skills or martial skills (choose 1 category only) An audience with The Darkling Lord +3 to saves vs. paralysis and +2 vs. shapeshift Must change class to either phantom&#8212;agent or phantom&#8212;assassin  Per additional level: not applicable
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=Phantom—Agent= The masters of deception, diplomacy, and stealth, phantom—agents are the liaisons between all levels of their organization and are the eyes and mouths of the Darkling Lord. They control the influences of the organization and manipulate the pawns on the chessboard: younglings, nobles, criminal masterminds, and player characters alike.

{| border="0" cellpadding="1" cellspacing="1" class="article-table" style="width: 100%" Skill cost: not applicable
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Requirements:

8th level Phantom (youngling)

Minimum Appearance: 12

Training time: 20 days

Features and bonuses:

+2D6 maximum hit point capacity

Bonus contact: All other local phantom—agents

Special: exclusive to the Darklings organization



Skills
Blood-bonding Ritual

Dancing—Ballroom apprentice

Intimidation I

Make-up I

Speak two additional languages (start at journeyman)

Temptation apprentice

The Art of the Deal


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Level Bonuses
<ol style="list-style-type: upper-roman;" START="8"> +3 personality & grace</li> Gains 1D12x10 Guilder per month in bribes & tithes; Status: respected x2</li> +1 to all social proficiencies; +2 to all saving throws</li> +2 to all attributes</li> One retest per encounter for any act involving deception; +1D6 maximum life point capacity</li> Title: Master-Agent; pick one area of influence: noble families, crime, military, or bureaucracy</li> Disappear: total time&#8212;2 hours/week, can still move but cannot interact with anything&#8212;for all intents & purposes you don't exist</li> In charge of all local Darklings or may be asked to gain control of a new area; +3 to all saving throws</li> Second audience with the Darkling Lord: this time it's a real conversation&#8230; (Game Masters have fun)</li> </ol> Per additional level: +1 to all social proficiencies

Per additional even numbered level: +1 to all saving throws
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=Phantom—Assassin= The strong hands of the Darkling Lord are the phantom—assassins. These mystical warriors of the night are created through a ritual known only to a few within the Darkling hierarchy. This ritual involves drowning the prospective assassin in a sensory-deprivation chamber; only those who are strong of mind and body emerge alive—you must roll for system shock to survive. These are the true masters of the shadows.

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Requirements:

8th level Phantom (youngling)

Minimum Willpower: 13

Minimum Strength: 12

Minimum Stamina: 15

Must undergo ritual to attune them to their own inner darkness

Training time: 12 hours (time it takes to survive the attunement ritual)

+2D12 maximum hit point capacity

Special: exclusive to the Darklings organization



Skills
Blood Blessing apprentice

Blood-bonding Ritual

Field Improvisation I

Florentine Style (any one)

Intimidation I

Timing apprentice

Tracking I

Wayfarer Apprentice


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Level Bonuses
<ol style="list-style-type: upper-roman;" START="8"> +3 wits & awareness</li> Status: Feared; +1 to all martial proficiencies; +1D6 maximum hit point capacity</li> Signature Combat Move; +2 to all saving throws</li> +2 to all attributes</li> Step Between Shadows: teleport self to another large area of darkness within line of sight</li> Title: Master of Assassins; +3 to-hit and damage</li> Blur: +5 to Armour class&#8212;you leave "trails" of yourself behind in combat when you use this ability; +1D8 maximum hit point capacity</li> <li>Status: Feared x2 (one additional); +3 dodge</li> <li>Second audience with the Darkling Lord: this time it's a real conversation&#8230; (Game Masters have fun)</li> </ol> Per additional level: +1 to all weapon proficiencies

Per additional even numbered level: +1 to all saving throws
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