The Veil

Brief History:



Sanctity Levels

  • None:
  • Low Sanctity:
  • Normal Sanctity:
  • High Sanctity:
  • Very High Sanctity:


Power Investiture

Power Investiture 1 (Acolyte): Both
  • Crossbow (DX+0), Guns (Rifle) (DX+0), Bow (DX-1), Stealth (DX-1), Sleight of Hand (DX-2), or Invisibility Art (IQ-3) [1]
  • Vow (Share the Spoils) [-5]
Power Investiture 2 (Cleric):
  • Crossbow (DX+3), Guns (Rifle) (DX+3), Bow (DX+2), Stealth (DX+2), Sleight of Hand (DX+1), or Invisibility Art (IQ+0) [8]
Power Investiture 3 (Champion):
  • Crossbow (DX+7), Guns (Rifle) (DX+7), Bow (DX+6), Stealth (DX+6), Sleight of Hand (DX+5), or Invisibility Art (IQ+4) [24]
Power Investiture 4 (Zealot):
  • Crossbow (DX+11), Guns (Rifle) (DX+11), Bow (DX+10), Stealth (DX+10), Sleight of Hand (DX+9), or Invisibility Art (IQ+8) [40]


Spells

Acolyte:

  • Dullness: Reduces all of the subject's Sense rolls.
  • Insignificance: The subject is completely ignored by people. Anybody who might have a reason to notice them (a lookout, old friend, you attempt to steal something in front of something, you're in an area you don't belong, etc.) may resist the spell with their Perception.
  • Simple Illusion: Create a silent image.

  • Light Tread: Walk on any surface that can bear your weight without leaving a trace.
  • Silence: Anything inside the area cannot make any noise. This also prevents any spellcasting that requires words.

Cleric:

  • Complex Illusion: Create an image that also emmits sound.
  • Darkness: Cloak an area in pitch darkness. Those inside can see out of the darkness normally.
  • Encrypt: When cast on any writing, this spell makes it unreadable to any but the caster.
  • Illusion Shell: Attach to an object to make it look, sound, and feel different.

  • Dark Vision: The subject can see even in pitch darkness.
  • Daze:The subject looks and acts normally, but does not notice what is going on around them, or remember it later.
  • Wall of Silence: Surrounds an area and sound cannot cross the outlined area.

Champion:

  • Blackout: Cloak an area in pitch darkness. Those inside cannot see out of the darkness at all.
  • Blur: Makes a subject harder to see and in turn, harder to target.
  • Illusion Disguise: Disguises a target with an illusion.
  • Independence: Allows the caster to "program" one of their illusions to act on their own.
  • Invisibility: The subject cannot be seen.
  • Perfect Illusion: Create an image that can be touched.

  • Animate Shadow: The subject's shadow begins to attack them dealing FP damage.
  • Compel Lie: The subject becomes unable to tell the truth.
  • Fascinate: Holds the subject motionless and unaware of the passage of time as long as the caster maintains eye contact.
  • Locksmith: Allows for manipulation of fine, complicated objects. This includes picking locks without equipment penalties, winding clocks, missfiring a firearm, etc.

  • Freedom: Bestows a bonus to any attempt to free yourself from any kind of restraint.
  • Far-Hearing: The caster can hear any conversation that they can see, even at a great distance or through solid objects.
  • Hush: The subject can make no sounds, either accidentally or on purpose.
  • Wallwalker: Subject can walk on walls or ceilings as if they were level ground.

Zealot:

  • Initiative: This allows your illusions to act entirely on their own, though they will remain loyal to the caster.
  • Phantom: Create a perfect illusion that can even hurt someone.

  • Body of Shadow: The subject's body fades away, leaving only their shadow.
  • Lockmaster: Opens locks magically.
  • Mass Daze: As Daze, but over an area.
  • Mage-Stealth: The subject can move and breathe without sound, but can still talk if necessary.

Powers

These are advantages that you can buy because of your devotion to your diety.

  • Smuggler's Pocket 1: Payload 1 + Veil Essence 1 [0]
    You have a small pouch in your body that you can stash things. You can carry a maximum of 10% of your Basic Lift in this pocket. These items will not count towards your encumberance and will not be spotted in a quick pat down. If you are being thoroughly searched, they can find the pocket and its contents. This pocket is perfect for hiding small gadgets, weapons, poisons, etc.
    Requires Power Investiture 1 (The Veil)
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  • Smuggler's Pocket 2: Payload 2 + Gizmos 1 + Veil Essence 1 [6]
    You have a small pouch in your body that you can stash things. You can carry a maximum of 20% of your Basic Lift in this pocket. These items will not count towards your encumberance and will not be spotted in a quick pat down. If you are being thoroughly searched, they can find the pocket and its contents. This pocket is perfect for hiding small gadgets, weapons, poisons, etc. You also have the remarkable ability to pull anything that could have been in that pocket into existence once per game session.
    Requires Power Investiture 2 (The Veil)
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  • Smuggler's Pocket 3: Payload 3 + Gizmos 2 + Veil Essence 2 [11]
    You have a small pouch in your body that you can stash things. You can carry a maximum of 30% of your Basic Lift in this pocket. These items will not count towards your encumberance and will not be spotted in a quick pat down. If you are being thoroughly searched, they can find the pocket and its contents. This pocket is perfect for hiding small gadgets, weapons, poisons, etc. You also have the remarkable ability to pull anything that could have been in that pocket into existence twice per game session.
    Requires Power Investiture 3 (The Veil)
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  • Smuggler's Pocket 4: Payload 4 + Gizmos 3 + Veil Essence 3 [16]
    You have a small pouch in your body that you can stash things. You can carry a maximum of 40% of your Basic Lift in this pocket. These items will not count towards your encumberance and will not be spotted in a quick pat down. If you are being thoroughly searched, they can find the pocket and its contents. This pocket is perfect for hiding small gadgets, weapons, poisons, etc. You also have the remarkable ability to pull anything that could have been in that pocket into existence three times per game session.
    Requires Power Investiture 4 (The Veil)



  • Night Skin 1: Chameleon 1 (Thieves Armor Benefit) + Silence 1 (Thieves Armor Benefit) + Veil Essence 2 [8]
    You're able to change the color of your skin, scales, feathers, or fur to more easily blend in with your environment, and you are also able to move and breath much more quietly. If wearing minimal clothing or if you're wearing Theives Armor, anyone attempting to see or hear you have a -2 penalty to their Perception if you are standing still and a -1 if you are moving. You also gain a +2 to Strike From the Shadows or Disappearing rolls.
    Requires Power Investiture 1 (The Veil)
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  • Night Skin 2: Chameleon 2 (Thieves Armor Benefit) + Silence 2 (Thieves Armor Benefit) + Veil Essence 4 [16]
    You're able to change the color of your skin, scales, feathers, or fur to more easily blend in with your environment, and you are also able to move and breath much more quietly. If wearing minimal clothing or if you're wearing Theives Armor, anyone attempting to see or hear you have a -4 penalty to their Perception if you are standing still and a -2 if you are moving. You also gain a +4 to Strike From the Shadows or Disappearing rolls.
    Requires Power Investiture 2 (The Veil)
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  • Night Skin 3: Chameleon 3 (Thieves Armor Benefit) + Silence 3 (Thieves Armor Benefit) + Veil Essence 6 [24]
    You're able to change the color of your skin, scales, feathers, or fur to more easily blend in with your environment, and you are also able to move and breath much more quietly. If wearing minimal clothing or if you're wearing Theives Armor, anyone attempting to see or hear you have a -6 penalty to their Perception if you are standing still and a -3 if you are moving. You also gain a +6 to Strike From the Shadows or Disappearing rolls.
    Requires Power Investiture 2 (The Veil)
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  • Night Skin 4: Chameleon 3 (Thieves Armor Benefit + Dynamic) + Silence 3 (Thieves Armor Benefit + Dynamic) + Veil Essence 8 [34]
    You're able to change the color of your skin, scales, feathers, or fur to more easily blend in with your environment quickly, and you are also able to move and breath much more quietly. If wearing minimal clothing or if you're wearing Theives Armor, anyone attempting to see or hear you have a -6 penalty to their Perception whether you're moving or not. You also gain a +8 to Strike From the Shadows or Disappearing rolls.
    Requires Power Investiture 4 (The Veil)



  • Night Life 1: Night Vision 3 + Less Sleep 2 + Veil Essence 2 [5]
    You are very well adapted to night life. You only need 6 hours of rest per day and you reduce Darkness Penalties by 3.
    Requires Power Investiture 1 (The Veil)
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  • Night Life 2: Night Vision 6 + Less Sleep 4 + Veil Essence 4 [10]
    You are very well adapted to night life. You only need 4 hours of rest per day and you reduce Darkness Penalties by 6.
    Requires Power Investiture 2 (The Veil)
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  • Night Life 3: Dark Vision + Doesn't Sleep + Veil Essence 10 [35]
    You are a creature of the night! You don't need to sleep at all and you can see perfectly in the dark.
    Requires Power Investiture 3 (The Veil)



  • Shadow Dash 1: Warp (Reliable 10 + Reduced Range: 10 yards + Accessibility: Darkness Penalty -6 or Lower) + Veil Essence 15 [60]
    If you are carrying no more than your Basic Lift and whatever is in your Payload, you may disappear into the shadows and emerge from a different shadow within 10 yards of you using a Concentrate Maneuver and succeeding an IQ roll with a bonus equal to your Power Investiture (The Veil) level. This requires both you and the target area to have a Darkness Penalty of -6 or lower (anything darker than candlelight). You may increase your IQ roll by 1 for every point of FP you burn when you roll.
    Requires Power Investiture 2 (The Veil)
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  • Shadow Dash 2: Warp (Reliable 10 + Reduced Range: 10 yards + Medium Encumberance + Accessibility: Darkness Penalty -6 or Lower) + Veil Essence 20 [75]
    If you are carrying up to Medium Encumberance and whatever is in your Payload, you may disappear into the shadows and emerge from a different shadow within 10 yards of you using a Concentrate Maneuver and succeeding an IQ roll with a bonus equal to your Power Investiture (The Veil) level. This requires both you and the target area to have a Darkness Penalty of -6 or lower (anything darker than candlelight). You may increase your IQ roll by 1 for every point of FP you burn when you roll.
    Requires Power Investiture 3 (The Veil)
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  • Shadow Dash 3: Warp (Reliable 10 + Blink + Reduced Range: 10 yards + Medium Encumberance + Accessibility: Darkness Penalty -6 or Lower) + Veil Essence 25 [95]
    If you are carrying up to Medium Encumberance and whatever is in your Payload, you may disappear into the shadows and emerge from a different shadow within 10 yards of you using a Concentrate Maneuver and succeeding an IQ roll with a bonus equal to your Power Investiture (The Veil) level. This requires both you and the target area to have a Darkness Penalty of -6 or lower (anything darker than candlelight).
    If you are able to use an Active Defense, you may attempt to Shadow Dash once per turn as an Active Defense (this also benefits from any general Active Defense bonus). When used as an Active defense, you teleport in a random direction (GM's option) in the furthest safe distance you could teleport to normally. You may increase your IQ roll by 1 for every point of FP you burn when you roll.
    Requires Power Investiture 4 (The Veil)



  • Illusory Attack: Extra Attack (Feint Only + Requires Open Hand) + Ambidexterity (Only with Illusory Weapon) + Veil Essence 3 [12]
    When wielding a weapon in one hand and having a second hand free, an illusory copy of your weapon appears in your second hand. Once per turn, you can attack with the illusory weapon, it counts as a Feint Maneuver and allows you to use an Attack Maneuver immediately afterwards. You will never suffer from off-hand penalties when fighting with an illusory weapon in hand.
    While the illusory copy is in your hand, you may swap the illusion and real weapon at will. This means you can attack with the illusory weapon as many times as you wish and it will always count as a Feint. Disarm attempts on you will always fail. If you are forced to drop your weapon for any reason, it disables the Illusory Attack package until you can rearm yourself or you regain use of your limb.
    Requires Power Investiture 2 (The Veil)



  • Distant Scouting 1: Telescopic Vision 1 + Parabolic Hearing 1 + Veil Essence 1 [8]
    You can "zoom in" your sight and hearing to scout out areas, listen in on conversations, etc. helping out your Perception Rolls. You can ignore -1 in range penalties for all Vision Rolls (-2 if you take a second to focus). You also multiply the distance on the Hearing Distance section by 2. When taking an Aim Maneuver to hit with a ranged weapon, gain a +1 to your Attack Roll on top of the Acc bonus.
    Requires Power Investiture 1 (The Veil)
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  • Distant Scouting 2: Telescopic Vision 2 + Parabolic Hearing 2 + Veil Essence 3 [15]
    You can "zoom in" your sight and hearing to scout out areas, listen in on conversations, etc. helping out your Perception Rolls. You can ignore -2 in range penalties for all Vision Rolls (-4 if you take a second to focus). You also multiply the distance on the Hearing Distance section by 4. When taking an Aim Maneuver to hit with a ranged weapon, gain a +2 to your Attack Roll on top of the Acc bonus.
    Requires Power Investiture 2 (The Veil)
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  • Distant Scouting 3: Telescopic Vision 3 + Parabolic Hearing 3 + Veil Essence 5 [22]
    You can "zoom in" your sight and hearing to scout out areas, listen in on conversations, etc. helping out your Perception Rolls. You can ignore -3 in range penalties for all Vision Rolls (-6 if you take a second to focus). You also multiply the distance on the Hearing Distance section by 8. When taking an Aim Maneuver to hit with a ranged weapon, gain a +3 to your Attack Roll on top of the Acc bonus.
    Requires Power Investiture 3 (The Veil)
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  • Distant Scouting 4: Telescopic Vision 4 + Parabolic Hearing 4 + Veil Essence 7 [29]
    You can "zoom in" your sight and hearing to scout out areas, listen in on conversations, etc. helping out your Perception Rolls. You can ignore -4 in range penalties for all Vision Rolls (-8 if you take a second to focus). You also multiply the distance on the Hearing Distance section by 16. When taking an Aim Maneuver to hit with a ranged weapon, gain a +4 to your Attack Roll on top of any Acc bonus.
    Requires Power Investiture 4 (The Veil)

Essence Disadvantages

Followers who gain Veil Essence begin to look more like the denizens of the Veil's Realm. Their hair, scales, or feathers become almost black with dark purple tips. Their shadow is also slightly darker than normal people.
Every 5 points of Veil Essence gives others a +1 to a Religion roll to identify the celestial you follow. Coreligionists will react to you at +1 per 5 points of Veil Essence (max +5) and people opposed to your religion will react to you at -1 per 5 points of Veil Essence (max -5).
Every 10 ranks of Veil Essence requires you to take a rank of one of the disadvantages below.

Disadvantage Description
Enemies (Reinforcers)
This can only be taken 2 times
A group of people who have done their research. They find people or objects that are the targets of Veil followers, and they will attempt to help defend the person, place, or thing. This Disadvantage is a group of less powerful people Hunting you and your party. If you kill them, they will be replaced by another from the same organization:
  • Attacks on a 9 or less
  • Attacks on a 12 or less
Duty (Target Acquisition)
This can only be taken 2 times
There are many people that wish to have someone dead, to obtain an item that their owner does not want to part with, etc. The Veil is more than happy to be a service to these people. Occasionally, brokers for the Veil will task you to collect these items, kill these people, or whatever the service requires. If you have problems with killing people, you won't be asked to murder anyone. You must at least attempt to do these jobs or lose your Power Investiture (The Veil) levels until you do. The frequency of these jobs depends on how many times you've taken it:
  • Called upon a 9 or less
  • Called upon a 12 or less
Curios
This can only be taken 2 times
You are plagued by the usual curiosity that all adventurers, but you find it difficult to resist anything you are unsure of. If you find a random button, you want to push it. If you find a lever, you want to push it. Open doors are begging you to walk through them. You must know whats hidden and investigate any mystery. How difficult it is to resist depends on how many times you take this:
  • Fails on a 9 or less
  • Fails on a 12 or less
Greed
This can only be taken 3 times
You lust for wealth. Whenever a job is taken, you ask a price. If a price is offered, you try to negotiate it higher. When there's an obvious trap baited with valuables, you must roll to resist the temptation. How difficult it is to resist depends on how many times you take this:
  • Fails on a 6 or less
  • Fails on a 9 or less
  • Fails on a 12 or less
Kleptomania
This can only be taken 3 times
Whenever you are presented with a chance to steal, you are compelled to try. It doesn't even have to be anything of value. If it's not nailed down and no one's looking, you want to pocket it. How difficult it is to resist depends on how many times you take this:
  • Fails on a 6 or less
  • Fails on a 9 or less
  • Fails on a 12 or less



Blessed Items

These are standard items that you might find for sale in a temple of The Earth Shaper. They are not Enchantable however.

  • The Veil's Holy Symbol (Small): 25 SP ($250) 0.25lbs
  • A small talisman inscribed with a crescent moon with three stars that increases the Sanctity Level of a person holding it. The level can be increased by 1 rank for every 5 Silver Pieces worth of illegally obtained goods you sacrifice in a ritual for an hour. You can increase the Sanctity Level to a max of Normal Sanctity

  • The Veil's Holy Symbol (Medium): 1 EP ($1,000) 0.5lbs
  • A medium talisman inscribed with a crescent moon with three stars that increases the Sanctity Level of a person holding it. The level can be increased by 1 rank for every 5 Silver Pieces worth of illegally obtained goods you sacrifice in a ritual for a day. You can increase the Sanctity Level to a max of Normal Sanctity

  • The Veil's Holy Symbol (Large): 4 EP ($4,000) 1lb
  • A large talisman inscribed with a crescent moon with three stars that increases the Sanctity Level of a person holding it. The level can be increased by 1 rank for every 5 Gold Pieces worth of illegally obtained goods you sacrifice in a ritual for a day. You can increase the Sanctity Level to a max of High Sanctity

  • Combat Cloak: ($0), lbs
  • A cloak that slightly shimmers. You may add your Power Investiture (The Veil) to your stealth rolls for Death from the Shadows and Disappearing and half your Power Investiture (The Veil) to your effective Move for the purposes of Disappearing.

Legendary Items

These items cannot be found for sale in normal circumstances. There might even be only one of these in the world and you need to go on a mission to find it.

  • The Veil's Holy Symbol (Grand):
  • A large talisman inscribed with a crescent moon with three stars lined with gold that increases the Sanctity Level of a person holding it. The level can be increased by 1 rank for every 5 Gold Pieces worth of illegally obtained goods you sacrifice in a ritual for a day. You can increase the Sanctity Level to a max of Very High Sanctity

  • Heart Seaker Bow:
  • add 2xPower Investiture for the purposes of offsetting called shot penalties when the target does not get an active defense against your attack.

  • Stabby Dirk:
  • add half your Power Investiture (The Veil) rounded up to any damage dealt with this weapon when the target is not allowed an active defense (attacking from behind, attacks from Death from the Shadows or Disappearing, or Critical Hits). Whenever you deal HP damage to a target, you gain Ablative DR equal to the damage you've dealt for the next 10 minutes.