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)=
Skill cost: 5
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
===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—agent or phantom—assassin
Per additional level: not applicable	
===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—agent or phantom—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.
Skill cost: not applicable
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
===Level Bonuses===
+3 personality & grace
Gains 1D12x10 Guilder per month in bribes & tithes; Status: respected x2
+1 to all social proficiencies; +2 to all saving throws
+2 to all attributes
One retest per encounter for any act involving deception; +1D6 maximum life point capacity
Title: Master-Agent; pick one area of influence: noble families, crime, military, or bureaucracy
Disappear: total time—2 hours/week, can still move but cannot interact with anything—for all intents & purposes you don't exist
In charge of all local Darklings or may be asked to gain control of a new area; +3 to all saving throws
Second audience with the Darkling Lord: this time it's a real conversation… (Game Masters have fun)
Per additional level: +1 to all social proficiencies
Per additional even numbered level: +1 to all saving throws	
===Level Bonuses===
+3 personality & grace
Gains 1D12x10 Guilder per month in bribes & tithes; Status: respected x2
+1 to all social proficiencies; +2 to all saving throws
+2 to all attributes
One retest per encounter for any act involving deception; +1D6 maximum life point capacity
Title: Master-Agent; pick one area of influence: noble families, crime, military, or bureaucracy
Disappear: total time—2 hours/week, can still move but cannot interact with anything—for all intents & purposes you don't exist
In charge of all local Darklings or may be asked to gain control of a new area; +3 to all saving throws
Second audience with the Darkling Lord: this time it's a real conversation… (Game Masters have fun)
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.
Skill cost: not applicable
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
===Level Bonuses===
+3 wits & awareness
Status: Feared; +1 to all martial proficiencies; +1D6 maximum hit point capacity
Signature Combat Move; +2 to all saving throws
+2 to all attributes
Step Between Shadows: teleport self to another large area of darkness within line of sight
Title: Master of Assassins; +3 to-hit and damage
Blur: +5 to Armour class—you leave "trails" of yourself behind in combat when you use this ability; +1D8 maximum hit point capacity
Status: Feared x2 (one additional); +3 dodge
Second audience with the Darkling Lord: this time it's a real conversation… (Game Masters have fun)
Per additional level: +1 to all weapon proficiencies
Per additional even numbered level: +1 to all saving throws	
===Level Bonuses===
+3 wits & awareness
Status: Feared; +1 to all martial proficiencies; +1D6 maximum hit point capacity
Signature Combat Move; +2 to all saving throws
+2 to all attributes
Step Between Shadows: teleport self to another large area of darkness within line of sight
Title: Master of Assassins; +3 to-hit and damage
Blur: +5 to Armour class—you leave "trails" of yourself behind in combat when you use this ability; +1D8 maximum hit point capacity
Status: Feared x2 (one additional); +3 dodge
Second audience with the Darkling Lord: this time it's a real conversation… (Game Masters have fun)
Per additional level: +1 to all weapon proficiencies
Per additional even numbered level: +1 to all saving throws
Category:Codex
Category:Class