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Opening the archive
Shadowplay II
Gerard Shadowplay, known as Shadowplay II, is a Whisp elf of Gloomspire whose place in the Shadowplay family is defined by blood, secrecy, and inheritance. Brother to Gerald, father to Jeremiah, and uncle to Jayk, Gerard belongs to a lineage where power passes through both family bonds and dangerous magic. His sanguinomancy marks him as a wielder of blood’s hidden language, able to turn lineage from history into weaponry. Much of his current status remains uncertain, but in the Queefdom’s darker corners, the Shadowplay name is rarely spoken as trivia. It is spoken like a warning.
Knowledge state: Player / Review
Player-facing context first, followed by curated facts from the character bio pipeline.
Public Face
Gerard Shadowplay, known as Shadowplay II, is a Whisp elf of Gloomspire whose place in the Shadowplay family is defined by blood, secrecy, and inheritance. Brother to Gerald, father to Jeremiah, and uncle to Jayk, Gerard belongs to a lineage where power passes through both family bonds and dangerous magic. His sanguinomancy marks him as a wielder of blood’s hidden language, able to turn lineage from history into weaponry. Much of his current status remains uncertain, but in the Queefdom’s darker corners, the Shadowplay name is rarely spoken as trivia. It is spoken like a warning.
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
Sanguinomancy 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 aspectBlood Bolt
Hurl a twisting bolt of blood at one creature within range. Make a ranged power attack. On a hit, the target takes 5 (1d10) necrotic damage. If the target is bleeding, bloodied, or below half its maximum hit points, you gain temporary hit points equal to your WIS modifier.
Blood Reader
Touch fresh blood, a wound, a bloodstain, or a creature with blood. You learn whether the blood is fresh or old, living or dead, diseased or clean, mortal or supernatural, and whether it belongs to the creature you are touching.
Devil's Due
When a creature within range takes damage, draw a thread of escaping vitality through its blood. Regain hit points equal to 1d8 + your WIS modifier. If the damage was a critical hit or reduced the creature below half its maximum hit points, gain temporary hit points equal to the same amount instead or in addition, your choice.
Open Vein
Choose one creature with blood within range. The target must make a CON save, taking 2d6 necrotic damage and beginning to bleed on a failed save, or half damage only on a success. A bleeding target takes necrotic damage equal to your WIS modifier at the start of its next turn.
Blood Seal
When you or a creature with blood within range takes piercing, slashing, necrotic, or bleeding damage, clot and bind the wound. Reduce the damage by 1d8 + your WIS modifier, and end one mundane bleeding effect on the target.
Crimson Mark
Mark one creature with blood within range. Until the effect ends, you know the target’s direction while it is within 1 mile, and the first time each round you damage it with a Sanguinomancy power, add your WIS modifier to one damage roll.
Crimson Harvest
A wave of blood sweeps out from you. Creatures of your choice in the emanation must make a DEX save, taking 4d10 necrotic damage on a failed save, or half on a success. If at least one creature with blood fails, you or one ally in the emanation regains hit points equal to half the damage roll.
Life Transference
Sacrifice your health to mend another creature. You take 4d8 necrotic damage that cannot be reduced or prevented. One creature of your choice within range regains hit points equal to twice the necrotic damage you take.
Blood Boil
Heat or churn one creature’s blood. The target must make a CON save, taking 4d8 fire or necrotic damage and losing reactions until the start of your next turn on a failed save, or half damage only on a success.
Blood Trail
Name or touch a blood sample from one creature. For the duration, you can track that creature by blood scent, pulse, or hidden stains if it is within 1 mile and on the same plane. You have advantage on Survival, Medicine, and Investigation checks made to follow it or identify where it was wounded.
Blood Bind
Seize one creature’s blood and lock its movement. The target must make a CON save or become restrained for the duration. While restrained, it takes 5d8 necrotic damage at the start of each of its turns. It repeats the save at the end of each turn, ending the effect on a success.
Red Communion
Commune with blood from one willing creature, corpse, bloodstain, or bloodline relic. Ask up to three questions about lineage, cause of injury, poison, disease, emotional state at bleeding, kinship, or the direction to the nearest living blood relative. Answers arrive as bodily impressions, not full speech.
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.
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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
Sanguinomancy 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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