Intruder

The Darklings have their talons in everything. Though their agents and assassins are their top tier operatives, not everyone in their organisation is a phantom. The intruder codicil is open to anyone, not just storm-born Goths. While someone might suspect the Gothic thugs skulking about as being Darklings, no one suspects the Bizzannite Troll farmer. 
Codicil cost: 5
Training time: Three months
Special: Exclusive to the Darklings	
==Skills==
Breakfall apprentice or Hiding I
Boasting
Charm I or Distinguished Expertise I
Disappear or Non-Detection
Etiquette
First-Aid
Intimidation I
Sentinel Removal
Sneaking I
==Level bonuses==
II. Gain the traits: Glide (Grace), Natural (Grace), and choose two more traits from: Alert (Awareness), Deceitful (Personality), Elegant (Grace), Minutiae (Awareness), Powerful (Strength), or Sneaky (Speed). 
III. New You: You have a second persona, one so well crafted that even a telepath couldn't tell that you are, in fact, someone else. This persona can be anything that you can get away with. An Ogre warrior scarred up from the Scourge War couldn't get away with pretending to be a dainty pretty Pixie princess, but could get away with pretending to be a Zarran tribesman. You gain the alter ego background (from Death) except that it's flipped up a bit: you can concurrently rock both identities. 
V. Gain the traits: Ice (Grace), Remorseless, and Sympathetic (Grace). Choose two more from the following list, or the options at level II: Mental Push [psionic], Pimpin', Poetic, Sophisticated (Grace), Stealthy (Agility), or Targeting Sense [psionic]. 
VII. The Bite That Mocks Death: Some Darkling intruders, the Human ones at least, have a particular option that allows them to remain in faithful service for centuries, even though it does play on the stereotype. Humans have the option of becoming a Vampire. You are placed in the tender embrace of an associated Vampire of moderate power. This isn't a 'quicky' conversion—no trite excite, smite, bite, and say 'goodnight'—but rather the longer and more involved process whereby you gain half of the sponsoring Vampire's blood purity. To figure your blood purity, roll 5D6 and divide the sum by ten. This gives you a blood purity between 0.5 and 3.0, with an average of 1.75	
==Level bonuses==
II. Gain the traits: Glide (Grace), Natural (Grace), and choose two more traits from: Alert (Awareness), Deceitful (Personality), Elegant (Grace), Minutiae (Awareness), Powerful (Strength), or Sneaky (Speed). 
III. New You: You have a second persona, one so well crafted that even a telepath couldn't tell that you are, in fact, someone else. This persona can be anything that you can get away with. An Ogre warrior scarred up from the Scourge War couldn't get away with pretending to be a dainty pretty Pixie princess, but could get away with pretending to be a Zarran tribesman. You gain the alter ego background (from Death) except that it's flipped up a bit: you can concurrently rock both identities. 
V. Gain the traits: Ice (Grace), Remorseless, and Sympathetic (Grace). Choose two more from the following list, or the options at level II: Mental Push [psionic], Pimpin', Poetic, Sophisticated (Grace), Stealthy (Agility), or Targeting Sense [psionic]. 
VII. The Bite That Mocks Death: Some Darkling intruders, the Human ones at least, have a particular option that allows them to remain in faithful service for centuries, even though it does play on the stereotype. Humans have the option of becoming a Vampire. You are placed in the tender embrace of an associated Vampire of moderate power. This isn't a 'quicky' conversion—no trite excite, smite, bite, and say 'goodnight'—but rather the longer and more involved process whereby you gain half of the sponsoring Vampire's blood purity. To figure your blood purity, roll 5D6 and divide the sum by ten. This gives you a blood purity between 0.5 and 3.0, with an average of 1.75
Category:Conquest
Category:Codicil