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Shadowplay I
Gerald Shadowplay, known as Shadowplay I, is a Whisp elf of Gloomspire and a member of one of the Queefdom’s more ominous family lines. Brother to Gerard, father to Jayk, and uncle to Jeremiah, Gerald stands at the center of a lineage split between blood magic, light, secrecy, and survival. Unlike Gerard’s sanguinomancy, Gerald’s reputation is tied to weapon mastery: skill made sharp enough to become inheritance. His current status remains uncertain, but the Shadowplay name still moves through Gloomspire like a rumor with a blade behind it. In that family, silence is rarely emptiness. It is usually preparation.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Gerald Shadowplay, known as Shadowplay I, is a Whisp elf of Gloomspire and a member of one of the Queefdom’s more ominous family lines. Brother to Gerard, father to Jayk, and uncle to Jeremiah, Gerald stands at the center of a lineage split between blood magic, light, secrecy, and survival. Unlike Gerard’s sanguinomancy, Gerald’s reputation is tied to weapon mastery: skill made sharp enough to become inheritance. His current status remains uncertain, but the Shadowplay name still moves through Gloomspire like a rumor with a blade behind it. In that family, silence is rarely emptiness. It is usually preparation.
No public bio facts have been promoted yet.
Aspect mechanics and named powers are matched from the canonical Aspect_Template export when available.
Aspect Profile
Weapon Master is an imported aspect from the Jericha Aspect Data sheet. Its full lore and named powers can be expanded here as the canon text is added.
Hit Dice
HP Rules
Resource / Mod
Focus
Aspect Library Support
Open aspectProperly Trained
Choose one weapon group as your trained weapon group: blades, axes, hammers, polearms, spears, bows, crossbows, thrown weapons, flexible weapons, or improvised weapons. Powers that reference your trained weapon apply to weapons in that group that you are proficient with.
Improvised Weapon
Turn a nearby object into a usable weapon. Make a melee or ranged weapon attack with an improvised weapon you can lift. On a hit, the target takes 1d8 bludgeoning, piercing, or slashing damage. You may use STR for thrown improvised attacks.
Weapon Style
Choose one style for your trained weapon: Dueling, Two-Weapon, Great Weapon, Archery, Defense, Thrown, Polearm, Shield, or Improvised. Gain its basic benefit, such as +2 damage with a one-handed weapon, rerolling low heavy-weapon damage, +2 ranged attack bonus, +1 AC, or drawing thrown weapons freely.
Measured Strike
Make one attack with your trained weapon. On a hit, add 1d6 damage of the weapon’s type and choose one minor rider: push the target 5 ft., reduce its speed by 10 ft. until your next turn, or prevent it from taking reactions until the end of this turn.
Guarded Stance
Set your stance around your trained weapon. Until the start of your next turn, gain +1 AC, advantage on checks to avoid being disarmed or shoved, and your opportunity attacks with your trained weapon deal extra damage equal to your STR modifier.
Ready Hands
When initiative is rolled, when a creature enters your reach, or when you are targeted by a weapon attack, draw, ready, swap, or raise a trained weapon. You may also add 1d4 to the triggering initiative roll, opportunity attack, or opposed disarm/shove check.
Extra Attack
You can attack twice, instead of once, whenever you take the Attack action on your turn. At least one attack must be made with your trained weapon to benefit from this feature.
Precise Strike
Make one trained weapon attack with advantage. On a hit, add 3d8 damage, and choose one: the target is slowed by 10 ft., loses reactions, suffers disadvantage on its next weapon attack, or grants advantage to the next attack against it before your next turn.
Parry and Riposte
When a creature hits you with a melee attack while you wield your trained weapon, reduce the damage by 3d8 + your STR modifier. If this reduces the damage to 0, make one trained weapon attack against the attacker.
Whirling Guard
Spin, brace, or sweep your trained weapon defensively. Until the start of your next turn, creatures of your choice that start within your reach or enter it for the first time take weapon damage equal to your STR modifier, and you gain advantage on opportunity attacks.
Weapon Mastery Dominion
Your trained weapon attacks ignore resistance to nonmagical weapon damage and ignore disadvantage from range within normal range, partial cover caused by crowds or melee, and nonmagical attempts to disarm you. Your critical hit threshold with trained weapons improves by 1.
Smart Strike
Read the target’s guard and strike the weakest point. Make a trained weapon attack. On a hit, deal normal damage plus 6d8 damage and choose STR, DEX, or CON. The target has disadvantage on its next save of that type before the end of your next turn.
Related pages, Drive source, relationship links, location/faction pages, and session appearances.
Advanced metadata, older top-page tools, inventories, story lists, and admin-only material live here.
GP0
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Dust0
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This is the public profile. Private play tools stay behind character access.
Access candidate Public Character
1/3 play gates ready. Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
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Private sheet
Private sheet is only for the owner and DM.
Character Playability
Public Character can be flagged for DM-managed access, but sheet readiness still needs cleanup.
Play gates
1/3 readyRequired to play: sheet, player access, and powers.
Table tools
0/2 readyInventory and session tools can be connected later without blocking play approval.
Public wiki polish
PolishReview public page polish is still separate from play readiness.
Sheet readiness
No playable sheet is attached yet.
Access status
DM-managed access can be flagged for review; DM approval still comes before play.
Power readiness42 sheet-ready
Weapon Master has 42 sheet-ready powers; the character sheet has 0 action/resource hooks.
Inventory readiness
No tracked inventory yet. The character can still be prepared, but gear/resources should be connected before item-heavy play.
Session readiness
No live session is attached. Hide VTT doors until the DM opens one.
Public wiki polish
Review page polish is separate from table readiness.
Canon/publication state is Player / Review. Play state is Access candidate Public Character. Table tools are tools waiting. Wiki state is wiki in review.
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