SK YD
PRESENTS
Shadows are everywhere that there is light. But also
where there is no light. Shadows are the presence of
“DO NOT FEAR THE DARKNESS, IT IS
darkness and are the dark reflection of things that move YOUR FRIEND. DO NOT FEAR THE
through the world. They mirror all that we do. LIGHT, IT CASTS A SHADOW. DO NOT
FEAR THE SHADOW, IT IS YOUR
Shadowcraft is intended for characters who wish to tap
into powers related to darkness, stealth, and the veil
between life and death. Characters who use Shadowcraft DESTINY.”
may be arcanists who study the art, devotees of a faith,
— O�� ������������� �������
or even martial characters who wish to enhance their
abilities. Assassins in particular take advantage of
Shadowcraft to aid and enhance their abilities.
CREDITS
SHADOWCRAFT Writing by M. “Syd Andrews” Halterman
• Edge: Arcane Background (Shadowcraft) Additional writing by Jan “Je�y” Jetmar
• Requirements: Novice
Graphic design & layout by Jan “Je�y” Jetmar
• Arcane Skill: Umbra (Spirit)
Cover artwork by Bob Greyvenstein
• Starting Powers: Gloom touched + 1 additional power
Interior artwork by Rick Hershey and Dean Spencer
• Power Points: 15
• Available Powers: Blind, bolt, damage field, darkness, Special thanks to Coco Ono Lewis, Jeff Coffee,
darksight, deflection, fear, gloom touched, invisibility, Richard Woolcock, and Cyril Ronseaux
intangibility, shadow jump, swirling shadow, umbral hand.
Shadowcraft © 2020 M. “Syd Andrews” Halterman
• Gifted: Shadowcrafters may take Edges that require
Arcane Background (Gifted). Some artwork © Grim Press, used with permission.
• Backlash: Standard as per Savage Worlds. All rights reserved.
• Shadowcloak: Characters with this Arcane Background Publisher’s Choice Quality Stock Art © Rick Hershey
gain a bonus +1 to Stealth rolls whenever they are in / Fat Goblin Games (www.fatgoblingames.com).
areas of Dim or darker lighting.
• Trappings: All of the powers used in Shadowcraft Permission is granted to print this document for
personal use only.
involve the manipulation of shadows and darkness. In
Any electronic distribution of this document is
general, these powers can only be used in areas of Dim strictly forbidden.
illumination or darker.
This game references the Savage Worlds game system,
• Limited Powers: The power of Shadows is particular available from Pinnacle Entertainment Group at
and personal. All of the powers have a Limitation of www.peginc.com. Savage Worlds and all associated
Single Target (for offensive powers) or Self (for logos and trademarks are copyrights of Pinnacle
Entertainment Group. Used with permission. Pinnacle
defensive powers). These powers cannot use Modifiers makes no representation or warranty as to the quality,
to affect additional targets or be shared among allies. viability, or suitability for purpose of this product.
The only exception is the darkness power.
2
NEW POWERS SWIRLING SHADOW
Rank: Novice
GLOOM TOUCHED Power Points: 1
Rank: Novice Range: Smarts
Power Points: 1 Duration: Instant
Range: Self Trappings: A thin vortex of shadowy substance strikes
Duration: One hour the target.
Trappings: Shadows cling to your skin, creating a This power disrupts the target by a swirl of shadowy
protective layer. materials, potentially knocking the target away. On a
Gloom touched protects the caster against intense cold and success, the target is Distracted and must then make a
removes the need to eat, drink, or breathe for the Strength check (at –2 if the caster got a raise). On a failure,
duration. It reduces damage from cold sources by 4 (or 6 the target is hurled 2d6″ in the direction of
with a raise). caster’s choosing. Victims who strike a
hard object (such as a wall) take 2d4
SHADOW JUMP damage. Flying targets suffer an
Rank: Seasoned additional –2 to their Strength
Power Points: 2 roll as they have nothing
Range: Smarts to brace against.
Duration: Instant MODIFIERS:
Trappings: You step through the • Strong (+1): Strength
shadows, emerging at a different rolls are made at –2.
location instantly.
Shadow jump allows a character to UMBRAL
step through shadows, appearing HAND
up to 12″ distant (double that with Rank: Novice
a raise). The shadows remain Power Points: 1
“open” until the end of the caster’s Range: Smarts
turn, allowing them to step back to Duration: Instant
where they started if they still have Trappings: A translucent
movement remaining this turn. hand made of shadowy
The start and end locations must be in dim tendrils.
light or darker. There is a –2 penalty to the Umbral hand allows the character
arcane skill roll if the end location cannot be to touch, push, pull, or otherwise
seen. interact with something as if they
MODIFIERS: were able to reach the object with
• Jump Enemy (+1): The caster can target their real hand. Any action that
a single enemy with a Touch A�ack. would normally require a Trait roll
This is an action, so activating the uses the lower of the Umbra skill or
power is a second action, which incurs the otherwise pertinent Trait. The
a Multi-Action penalty. Enemies can hand is treated as having Strength
resist with an opposed Spirit roll equal to the character’s Spirit.
against the arcane skill total. Failure MODIFIERS
means they are sent through the • Continuous (+1): The duration
shadows to a location within range of the power increases to 5 rounds.
(12″ or 24″ with a raise).
3
CORE POWERS
POWER
ALLOWED
TRAPPINGS
MODIFIERS
(SUGGESTED NAME)
Blind (Dark Curtain) Fatigue; Strong Shadows fall across the target, blocking their sight.
Armor Piercing, Lingering Writhing shadows streak to the target, who hears a
Bolt (Shadow Strike)
Damage, Range; Damage scream within their head.
Fatigue, Hinder, Lingering Tendrils of shadow coil and writhe around you and
Damage Field (Dark Aura)
Damage; Damage lash out at anyone who lingers nearby.
Darkness (Darkness) Mobile Deep shadows push light away from the area.
Darksight (Darksight) Hurry, Shroud Your eyes glow with bluish light.
Shadows twist and swirl around you, partially
Deflection (Night Shield) Shroud
obscuring you, and blocking incoming a�acks.
Extended Range, Fatigue, Shadows around the target shift and move
Fear (Dark Terror)
Hinder independently, threatening them and causing terror.
You appear to step through the shadows, instantly
Intangibility (Shade Form) Hurry, Shroud
becoming incorporeal.
The shadows bend the light, making you disappear
Invisibility (Night Shield) Hurry, Shroud
from sight.
Shadows writhe from the walls and ceilings, gripping
Wall Walker (Shadow Climb) Hurry, Shroud
and helping you to move across the surface.
NEW POWERS
ALLOWED
NEW POWER TRAPPINGS
MODIFIERS
Gloom Touched — Shadows cling to your skin, creating a protective layer.
You step through the shadows, emerging at a
Shadow Jump Jump Other
different location instantly.
Fatigue, Hinder, Range;
Swirling Shadow A thin vortex of shadowy substance strikes the target.
Strong
Umbral Hand Continuous A translucent hand made of shadowy tendrils.
“PULVIS ET UMBRA SUMUS. (WE ARE BUT DUST AND SHADOW.)”
— H�����, O���
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4
WEIRD EDGES STUNNING GLOOM
Requirements: Veteran, Shadow Blade
A number of edges are associated with Shadowcraft. The unnatural shadow weapon causes a weakness that
They all represent a mystical connection with the can be exploited.
shadows in the world. Any a�ack made with a shadow blade that causes at
These edges do not require the Arcane Background as least a Shaken effect also makes the target Vulnerable.
they can function independently. However most of them If you spend a Benny, the target is Stunned instead.
do require the Assassin Edge, as they are primarily
intended to complement the familiar archetype
from various works of fiction.
DARTING SHADE
Requirements: Novice, Spirit d6+, Assassin
Assassins must move with great stealth. By
drawing upon the shadows, a skilled assassin can
mask their movement towards their goal.
The assassin can move their full Pace without SHADOW VEIL
being seen. If the enemies are unaware of them, the Requirements: Seasoned,
movement doesn’t require a roll. If the enemy is Spirit d6+, Assassin
alert, the assassin only needs to make an Some assassins become
unopposed Stealth check. The movement must so intimately familiar
start and end with the assassin in an area of with shadows, they begin to rely
Dim illumination (or darker). If the assassin on their aid any time they
a�empts a Sneak A�ack (see Stealth in Savage practice their trade. These shadowy
Worlds), the target’s Notice roll suffers illumination assassins learn to deal devastating
penalty as if the lighting was one step darker damage to their targets if they remain
(normal to Dim, etc.) patient and let the shadows slowly
find and exploit the target’s
SHADOW BLADE weak spots.
Requirements: Seasoned, Spirit d6+, Assassin To use this ability
The wielder is able to conjure a blade made of shadow to both the a�acker and
strike their opponents unaware. the target must be in
As a free action, the wielder conjures a shadow melee an area of Dim or darker illumination and a
weapon to their hand. The weapon passes through maximum of the assassin’s Spirit die in inches apart. The
mundane objects without effect, though they offer a assassin can place a veil of shadow on a target once each
slight resistance. The weapon is a bladed weapon that turn as an action (applying the usual Multi-Action
deals Str+d4, AP 2. It can also harm ethereal creatures. penalty). They may continue to place further layers of the
While it is activated, the character is considered armed. veil, one for each Rank they possess. When they decide
Deactivating the weapon is a free action. to strike, they can add +1 bonus to the damage of a
successful a�ack for each layer placed, as long as the
IMPROVED SHADOW BLADE target hasn’t moved outside of Spirit reach and the
Requirements: Veteran, Shadow Blade illumination level hasn’t improved above Dim.
The character can now summon two shadow weapons
at the same time. Additionally, the damage of the
weapon increases to Str+d6, AP 4.
5
SHADOW TRICKERY
Requirements: Novice, Spirit d8+, Assassin
SHADOW
An assassin with this edge can use the shadows to
provide them advantages and opportunities to escape,
CREATURES
close, or strike. Beyond the veil of reality another realm exists, similar yet
The assassin can take one of the following actions by different to our own. Colors are muted and only pale
making a Stealth check with a –1 penalty. Range of any light bathes the surface of this world.
effect is character’s Spirit die. It is inhabited by creatures that might be a mirror of
• Douse a single light source, no larger than a lantern our own, but the substance of that strange realm
or lamp. The light source re-illuminates at the end of permeates them and gives them special abilities.
the assassin’s next turn.
• Create a distracting movement in the shadows SHADOW CAT
causing a single target to become Distracted. With a A�ributes: Agility d8, Smarts d6 (A), Spirit d10,
raise on the Stealth roll, a second target is Distracted Strength d4–3, Vigor d6
as well. Skills: Athletics d10, Fighting d4, Notice d6, Stealth d10
• Cause shadows to cling and pull at an enemy giving Pace: 8; Parry: 4; Toughness: 2
a –1 penalty to Pace and any actions taken until the Edges: Acrobat
end of the target’s next turn. Special Abilities:
• Become obscured as if the illumination was one step • Bite/Claws: Str.
lower (Dim to Dark, Dark to Pitch Darkness) for the • Dark Sight: They never suffer illumination penalties
rest of the encounter. This effect requires the initial due to darkness.
illumination to be at least Dim. • Extraplanar: Subject to the banish power.
• Shadow Blend: In Dim or darker places, they gain a
TATTOO COMPANION bonus of +2 to Stealth and Parry.
Requirements: Novice, Spirit d6+, Vigor d6+, Occult d8+ • Size –3 (Very Small): Shadow cats are typically less
or Shadowcraft d6+ than a foot high.
A special ta�oo, infused with shadow, covers a part of • Speed: d8 running die.
this hero. The ta�oo shows a creature similar to an
animal. The shadows seem to swirl as if alive.
The exact companion is chosen from the options below
when the hero gains this Edge and cannot be changed
once choosen. The shadow creature can be called at any
time and will appear at the hero’s side as a free action
once per hour. It may return to the ta�oo as a free action
whenever adjacent to the hero. If the companion is
Incapacitated, it automatically returns to the ta�oo, and
must remain there for at least a week.
When called from the ta�oo, the creature looks almost
normal, but more sinister, otherworldly, or slightly off. It
often inspires fear or revulsion among the common folk.
Each companion receives the following special ability:
• Shared Mind: It can communicate with the ta�ooed
hero as if using mind link.
6
• Poison (–2): Shadow viper may deliver strong Paralyzing
poison (see Poisons in Savage Worlds) 4 times per day.
• Shadow Blend: In Dim or darker places, they gain a
bonus of +2 to Stealth and Parry.
• Size –3 (Very Small): Shadow vipers are around 5 feet
long and 2 inches thick.
SHADOW WOLF
A�ributes: Agility d8, Smarts d6 (A), Spirit d6,
Strength d6, Vigor d6
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
Pace: 8; Parry: 5; Toughness: 4
Edges: Alertness
SHADOW RAVEN Special Abilities:
A�ributes: Agility d8, Smarts d6 (A), Spirit d6, • Bite: Str+d4.
Strength d4–3, Vigor d6 • Dark Sight: They never suffer illumination penalties
Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8 due to darkness.
Pace: 3; Parry: 5; Toughness: 2 • Extraplanar: Subject to the banish power.
Edges: — • Shadow Blend: In Dim lighting or darker, they gain a
Special Abilities: bonus of +2 to Stealth and Parry.
• Bite/Claws: Str. • Size –1: They measure on average 50 inches in length
• Dark Sight: They never suffer illumination penalties and 32 inches at the shoulder, and they weigh about
due to darkness. 60 pounds.
• Extraplanar: Subject to the banish power. • Speed: d10 running die.
• Flight: Shadow ravens fly at a Pace of 48″.
• Shadow Blend: In Dim or darker places, they gain a
bonus of +2 to Stealth and Parry.
• Size –3 (Very Small): Ravens are lightweight and over
CREATING SHADOW
a foot high. CREATURES
• Speech: Shadow ravens understand and speak all
languages. The list of creatures in this section should offer
enough variety for most characters with Ta�oo
SHADOW VIPER Companion Edge, but if you have a specific one in
A�ributes: Agility d8, Smarts d4 (A), Spirit d6, mind or you need to populate the Shadow Realm in
Strength d4–2, Vigor d6 your se�ing world, you can create your own using
Skills: Athletics d6, Fighting d8, Notice d12, Stealth d8 the instruction in Making Companions section of
Pace: 4; Parry: 6; Toughness: 2 Companions & Familiars.
Edges: Quick If you decide to use this option, follow the standard
Special Abilities: 32 points to build the desired creature. All shadow
• Bite: Str+2. creatures should have these three abilities: Dark
• Burrow (4″): These snakes can tunnel through the Sight (2) and Extraplanar (-1) from that section, and
ground but not solid rock. also the following new Special Ability worth 2 points:
• Dark Sight: They never suffer illumination penalties • Shadow Blend: In Dim or darker places, they
due to darkness. gain a bonus of +2 to Stealth and Parry.
• Extraplanar: Subject to the banish power.