Days of Gold Class Reference

The Shadowwalker

Impossible infiltrators who travel through shadows, watch from afar, escape confinement, and become increasingly difficult to ever truly destroy.

Class Signature

Realm of Shadows

Starting Information

Starting Gold
50 gp
Recommended Primary Stat
Grace
Connections
1
Class Signature
Realm of Shadows
Starting Gear

Dagger (2 Harm), shortsword (3 Harm), shortbow (3 Harm), leather armor (Armor 1), dark hooded cloak, adaptable common clothing, and a small satchel.

Fortune

When your shadow powers allow you to infiltrate somewhere difficult, escape something dangerous, or uncover information that would otherwise have been beyond your reach, the GM gains 1 Fortune.

Regional Knowledge

Dark Places. You are familiar with caves, tunnels, catacombs, crypts, cellars, underground passages, abandoned structures, unlit interiors, and other places where sunlight rarely reaches.

When your Regional Knowledge applies to Journey or Get the Lay of the Land, choose 1 additional option or question, regardless of the result of the roll.

Class Signature

Realm of Shadows

You may step through any place of complete darkness into the Realm of Shadows, a pocket dimension of endless darkness. While within the Realm of Shadows, you can see and hear through any of your bonded shadows and may emerge from any bonded shadow, regardless of distance.

Free Perk

Begins in play

Shadow Bond

You are bonded to the shadows of every other player character. You may also bond with another person’s shadow after spending at least 10 minutes in intimate proximity with them. You may step into any shadow except your own and emerge from another shadow you can see. Your shadow powers may not be as effective or work at all in direct bright light.

Class Perks

Choose 2 at character creation. Each unchosen Class Perk can later be purchased for 2,000 gp.

  1. Shadow Gaze

    You may spend 1 minute while in shadow focusing on one of your bonded shadows. While you continue to focus, you can see and hear through that shadow as though you were there.

  2. Shadow Duplicate

    You may create a shadow duplicate of yourself. It has your Stats and equipment, but none of your Perks that can create duplicates, clones or other shadow beings. Also it can suffer only 1 Wound before being destroyed. You control it and make its rolls using its Stats. You can always see and hear through your duplicate, but it cannot speak. You may have only one Shadow Duplicate at a time.

  3. Shadow Form

    You may become a shadowy form of yourself, allowing you to move through bars, keyholes, beneath doors, and other spaces a human body could not pass through. You can still be harmed in this form. In this form, take 1 Harm, ignoring Armor, when you enter direct bright light and at the end of each exchange you remain exposed.

  4. Shadow Puppet

    If there is an unbroken shadow connecting you to another person, you may bind their shadow to yours. While the connection remains, they are paralyzed from acting independently and must mimic your movements precisely. You may have only one shadow connection at a time. Another player can attempt to avoid this using Face Danger and attempt to break out once every minute using Endure.

  5. Shadow Tendrils

    Shadowy tendrils lash out at those adjacent to you. Choose one: deal 2 Harm to everyone adjacent to you, or focus the tendrils on a single adjacent target to deal 3 Harm. All Harm dealt by Shadow Tendrils ignores Armor.

  6. Shadow Messenger

    Create a small creature made entirely of shadow, such as a dog, bird, cat, or similar animal. Give it a spoken message and name someone you know. The creature seeks that person out, repeats the message in your voice, then disappears.

  7. Shadow Rebirth

    Within the Realm of Shadows, you may create a dormant shadow replica of yourself. If you die while it exists, your consciousness passes into the replica. You return at the beginning of the next session with 4 Wounds, below Broken, and your previous Dying deadline ends. You may create another dormant replica beginning the session after you return.

  8. Quick Step

    Once per session, when you would suffer Harm, you may instead shift to the nearest shadow and avoid all of that Harm.

  9. Eyes in the Dark

    Once per session, you may create a perfect shadow replica of someone whose shadow you are bonded with. The replica looks, sounds, behaves, and speaks exactly like that person. It has their Stats and equipment, but can suffer only 1 Wound before being destroyed. If the replica copies a player character, it inherits none of that character’s Perks. It possesses only knowledge that you possess about the person and the world. The replica is loyal to you. When one of your replicas is destroyed, you feel it. There is no limit to how many of these replicas may exist at once.

  10. Train a Stat

    Repeatable, maximum twice. Increase any one Stat by +1. A Stat cannot exceed +4.

History Questions

After creating your character, ask the table each question one at a time. Any other player may answer by volunteering their character. Briefly establish what happened and what the relationship looks like now. If no player answers, the GM fills the role with an NPC instead. You may reject a GM-created answer and ask for another, but you cannot veto another player's decision to be involved.

  1. Who here is terrified of what my shadow powers can really do?
  2. Who have you pulled out of danger when there seemed to be no way out?
  3. Who here has a secret only I have discovered?