~Types of Shadow Guard Characters you can choose to play~
PLEASE! Do NOT create God-like characters! Everyone wants to have fun!

Human Sometime in your life you have come to know of the creatures of the Shadows. When others seemed to ignore it, you were aware of the horrors that lived in the Darkness. 

Human/Other

 "Mage"

Magickal powers and the importance of worship work hand in hand here.

You can either have innate abilities to perform magic or opt to know such skills from studying magic texts.

In order to have power to perform magic, you need to worship a pagan/something similar to pagan deity to obtain it. Different powers are allotted by which god/dess you worship.

The blessings of the gods are fickle and don't require constant adulation-- consistent, perhaps, but not constant.

You need to choose one type of magic that you are good at. The other things, you aren't as good with and sometimes, the spell can go awry.

 

Human/Other

 "Psionicist"

This is a type of Magickal power.

The god who made such powers possible does not require worship. He is an anonymous god who blesses certain people with it.

Everything has a spirit or energies surrounding it. The magic of psionics is merely your spirit contacting that of another spirit or energy field and manipulating it to your will.

To know what sort of Psionics you have, PLEASE ask a GM. You  cannot have ALL of them. You need to choose one type of psionics that you are good at. The other things, you aren't as good with and sometimes, the spell can go awry.

Human/Other

"Necromancer"

This is a type of Magickal power.

The god who made such powers possible does not require worship. He is an anonymous god who blesses certain people with it. He is the same god/dess who is over Psionics

Everything has a spirit of the dead. The magic of necromancy is merely your spirit contacting that of another spirit, raising it's body from from the dead. Since your alliance is good, your goal isn't to command the undead to hurt anyone else, but more so to speak with it, find out information, etc. But it will do your bidding.

This makes you more than human, but something akin to a Dark One. Vampiric trances and powers of suggestion do not effect you if the vampire is younger than 300 years (you can look them in the eyes).

To know what sort of Necromancy talents you have, PLEASE ask a GM.
 

Human /Other

"Cyber-enhanced"

Clear any Cyberware you want your character to have with the GM.  The cyberware you can choose from is connected with most Shadowrun or Cyber Punk games. Surf the web under those Key Words.

Human /Other

"Priest/Priestess, Paladin or something similar"

This is in terms of worshipping a God in a more saturated standpoint than that of a mage. It is like the MAGE character above, but you worship the God of the Christians and not a pagan god.

The highest form of power is True Faith.

Human /Other

"Half Breed"

One of your parents was a demon, making you part demon, part human.  If you want to play a character that is part demon, please clear it with a GM.  The GM will tell you what special qualities and disadvantages you have depending on what part demon you are.

NOTE: There are some DARK ONES types that do NOT have the ability to breed with Humans.

Sidhe/Fae/ Fairy


CLICK on the picture to be taken to a more in-depth view of the Fae people.
 
Faeries come in all shapes and sizes, . Most of the supernatural creatures of fairy tales were faeries of one kind or another --

Very few, however, have reason to move in the circles of High Society. One exception are the Sidhe, who are the aristocrats of the Faerie world, known commonly as Faerie Lords and Ladies.

Faeries are also divided into two camps -- the Seelie and Unseeleigh.  Good and Evil.

If the Unseeleigh are evil, it should not be thought that the Seelie Faeries are angels. They have standards of behavior and morals that can diverge quite startlingly from human norms. While it is true that a friendly faerie can help a person tremendously, offending a faerie can be both a confusing and dangerous experience.

All Faeries possess certain powers. Because they are not corporeal beings in the strictest sense of the term (more on this below) they have more control over the material of their bodies than humans. Some can dematerialize, others fly, still others change their shape and appearance. Additionally, faeries have certain special powers depending on their race -- brownies can perform prodigious feats of household labor, sirens have voices of supernatural beauty that can lure sailors to their doom, banshees can howl such howls as leave men cold and dead.

Still, the Faerie are not omnipotent. Indeed, they have several important weaknesses. Perhaps most importantly, they are incredibly sensitive to iron, which is inimicable to their beings. Cold iron (that is, iron from space, such as arrives on earth borne by meteors) will strike them dead with a blow. Even ordinary steel will deal blows twice as severe as it deals to humans (i.e., double damage from all weapons of iron or steel). Even large quantities of iron or steel can make faeries uncomfortable -- traveling on a train can plunge a faerie into a nausea equal to the worst seasickness.

Perhaps more subtly, Faeries are Not of This World, and while this conveys to them several advantages in terms of special powers they possess, it also conveys several disadvantages. As mentioned above, faeries are not fully corporeal beings in the human sense. They originate from "beyond the veil" in a dimension other than our own, where they exist as incorporeal entities. Because their own world lacks material existence, they do not have our instinctive understanding for both the rules and possibilities of corporeal existence. More importantly, they rely upon our world to provide shape and structure to their own, by serving as a model. The Seelie understand the important links between their kind and ours, and seek to perpetuate it. They must rely on the material world to give order and meaning to their lives.

All in all, this makes for individuals without much scope for player initiative. There is one exception, though -- the Sidhe, who are not fully Faerie. Faeries have always taken human lovers -- dryads seducing woodsmen or, more sinisterly, dark Unseeleigh lords luring innocent maidens to their doom -- and as a consequence, the blood of the Sidhe (both Seelie and Unseeleigh) has become mixed over time. Sidhe look like the "elves" of fairy tales -- tall, slim, and elegantly beautiful. Their mixed blood has resulted in certain weakening of the Faerie powers, but it does also give the Sidhe a more instinctive understanding of the rules and potential of material existence, an thus allows them more creativity than their more pure-blooded faerie cousins who are tied to trees or streams or the beck and call of whoever fulfills some obscure and strange set of conditions. 

Human "Sentinel" When the age of the Dark Ones came, the gods and goddess saw the dangerous threat the evil horde could be to their followers.   The deities came together in a convention of sorts, trying to decide how to keep the Dark Ones from destroying everything they had built on earth. The plan they came up with was something like a sponsorship, being a benefactor of someone of their choosing. These types of people were called Sentinels.  Chosen at any point in their life, they are turned toward the cause of evil eradication.   Because of their calling, the energy forces give such chosen individuals a gift of super strength, agility and speed compared to the normal human. They do not age passed the day they were chosen and are hard to kill due to a rapid healing rate.  Although not immortal, some live a very old age.

Genetically Engineered You were created in a lab. You have no parents, but the scientists who put you together.

You are better than the average human in various ways. You were brought up and trained to be a super soldier in different aspects.

Your abilities will be determined by negotiations between your requests and the GM's suggestions.

Human /Other

"Travelers"

Born in a different time, a different place, they travel the dimensions. Under the direction of the higher power they serve, they are charged to protect and serve the innocent (they are usually given a specific innocent to take care of at a given time).

They are endowed with a mage's power bestowed upon them by the higher power they serve. They are trained fighters, having to come up against difficult odds in many circumstances.

For more information, please talk to a GM.

Host of a Deity Special permission required!

You are the special spokesman for a deity.

 Powers will be determined by negotiations between your requests and the GM's suggestions.

Click on Deity for more information.

 

Note:

You'll need permission to play a demon (i.e. evil character).  Just pass your idea with a GM and we'll get back to you on it. Don't be discouraged to play a bad guy because of this stipulation.  We encourage people to play what they want to play. Demon characters have the tendency to be evil.  Please get approval by the GM if there is a demon character you want to play that isn't evil and give a brief description as to why they are no longer tainted. 

Types of Dark One characters are found by clicking on the picture

 

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