Shadow Classes In Lucidea
Stick to the Shadows. Always think. They tell you Magic is the intelligent energy; but they forget that you NEED to think if you want to stay alive using shadow energy. Shadow energy doesn't give you power, it only allows you to trick the whole world into thinking you do, eventually even yourself."
Yennifer Haizel, High King Clintlock's Personal Assassin.
The Shadow Walker is the most common type of Shadow-user in all of Lucidea. They act as an almost middle ground between the other two specializations; combining illusionary attacks with powerful stealth as well. A lot of their abilities deal with sticking into the shadows, and using surprising and quick sneak attacks to disable their enemies. They are quick and smart in their movements, and are able to even teleport in certain situations. They can not make themselves completely invisible, but they are able to cloak themselves in shadow as well as other things. As far as their abilities go, they have a very broad range of attacks. Shadow Walkerss are actually well accepted in mainstream society, although shopkeepers will sometimes give them a slight bias in terms of wariness.
CLASS FEATURES:
-Silent Movement: Shadow Walkers are able to move completely silent as long as they are moving on a flat surface. Dropping, Jumping, and climbing surfaces can still be heard however.
-Persuade: With manipulation in their blood, Shadow Walkers can practice a "spell" of sorts that allows them to cause a person to believe a lie for a certain period of time without any logic or reasoning. (This will be paid for in deduction of experience points based on the severity of the lie and the person being lied to. This can only be used on those five levels above (MAXIMUM) your current level and below.)
Central Stats: Dexterity, Charisma, Intelligence
CLASS FEATURES:
-Silent Movement: Shadow Walkers are able to move completely silent as long as they are moving on a flat surface. Dropping, Jumping, and climbing surfaces can still be heard however.
-Persuade: With manipulation in their blood, Shadow Walkers can practice a "spell" of sorts that allows them to cause a person to believe a lie for a certain period of time without any logic or reasoning. (This will be paid for in deduction of experience points based on the severity of the lie and the person being lied to. This can only be used on those five levels above (MAXIMUM) your current level and below.)
Central Stats: Dexterity, Charisma, Intelligence
The Faceless are designed for stealth; and often train to hone their craft from a very young age. They are able to utilize shadow energy in a way that allows them to shift their appearance, taking on different facial features and even cloaking themselves from sight completely. High level Faceless can even shift their races for short periods of time to take on the beneficial bonus during their missions. Although most of their abilities revolve around stealth (using regular weapons and attacks) they do have offensive capabilities as well. They can utilize the shadows themselves, and mix them with their energy to form attacks and projectiles. It's very rare for a faceless to admit to someone else what they are, they often simply pretend to be Shadow Walkers. The faceless are slightly accepted in mainstream society, but don't expect a shop keeper that knows your faceless to be happy to see you.
CLASS FEATURES:
-Mute-Switch: Faceless can simply turn off their sound at will. What this means is, while active (takes one post to turn on and one to turn off) they make absolutely no noise, and are undetectable by ear.
-Doppelgänger: If a Faceless is fighting someone within 3 levels of themselves, they can take a full post (where no other actions can be taken) to transform into their combatant. Although they can do this on their own with regular skills, this allows them to take ONE ability they've already seen in combat, and use it for the duration of the fight.
Central Stats: Dexterity, Intelligence, Agility
CLASS FEATURES:
-Mute-Switch: Faceless can simply turn off their sound at will. What this means is, while active (takes one post to turn on and one to turn off) they make absolutely no noise, and are undetectable by ear.
-Doppelgänger: If a Faceless is fighting someone within 3 levels of themselves, they can take a full post (where no other actions can be taken) to transform into their combatant. Although they can do this on their own with regular skills, this allows them to take ONE ability they've already seen in combat, and use it for the duration of the fight.
Central Stats: Dexterity, Intelligence, Agility
Slanderers are masters of deception. Unlike Belials, they utilize their energy to create illusionary effects that remain in a persons head. Slanderers can connect their minds to their opponents to "lie" to their brain, creating attacks that can only be seen and hit by those affected. These are not simple images that can be blocked out however; as even though someone may know it is an illusion, the physical body will still react upon being hit by them. High level Slanderers can even cause a brain to act as if the things they see are completely real, and manipulate the thoughts or emotions of those weaker than them. Slanderers will often pretend to be Shadow-Walkers in mainstream society, although it is harder for them. Slanderers are NOT accepted in modern society. They are often respected in power-based societies however, as tribal leaders etc.
CLASS FEATURES:
- Mind Control: Any NPC that is half of your level or below (including conjurations from Channelers/Molochs and Pets from Tamers) can be controlled to work for you for the duration of a battle. This can only be done ONCE a day (Limit of 20 posts for control), and you can only have ONE NPC under your control at a time.
-Interrogator: If you defeat a PC or NPC in combat, but do not kill them, you can ask them any questions you want and they will HAVE to answer them truthfully (unless they are a Slanderer OR Belial of your level, or a Shadow Mancer 10 levels above you). If they die, you can ask their dying brains ONE question (no restrictions on this one).
Central Stats: Willpower, Charisma, Dexterity
CLASS FEATURES:
- Mind Control: Any NPC that is half of your level or below (including conjurations from Channelers/Molochs and Pets from Tamers) can be controlled to work for you for the duration of a battle. This can only be done ONCE a day (Limit of 20 posts for control), and you can only have ONE NPC under your control at a time.
-Interrogator: If you defeat a PC or NPC in combat, but do not kill them, you can ask them any questions you want and they will HAVE to answer them truthfully (unless they are a Slanderer OR Belial of your level, or a Shadow Mancer 10 levels above you). If they die, you can ask their dying brains ONE question (no restrictions on this one).
Central Stats: Willpower, Charisma, Dexterity