Phantom

Playability

Complex
Boldness
Quickness

Phantoms are elusive operatives who walk the line between shadow and substance. They specialize in coordinated ambushes, precise strikes, and psychological disruption, using a fusion of stealth, dark magic, and cybernetic augmentation to dominate the battlefield without ever being fully seen. Rather than engage in prolonged combat, Phantoms rely on movement, misdirection, and sudden force to leave enemies disoriented—or dead—before slipping away unnoticed.

What sets the Phantom apart is their ability to transition seamlessly between physical and psychological warfare. They manipulate fear, expectation, and terrain to create moments of perfect opportunity. Their claws may strike from darkness, but their true weapon is control—of where the enemy looks, when they react, and what they think they see.


Phantoms are unsettling to allies and terrifying to enemies. Cold, calculated, and quiet, they inspire both respect and discomfort. Their unpredictability on the battlefield makes them difficult to counter—and difficult to fully trust.

Weapon Categories

4

Any

Magic Categories

8

Tech Categories

8

Skill Categories

20

Class Specific Bonuses

  • +10 class bonus to stealth category
  • +5 to any 1 magic category
  • +5 to Claw Extensions (Cybernetics tech category) 
  • 1 rank per level in Academics and Psychological Warfare (Academic Skill)
  • Add boldness bonus to base defense

Class Restrictions

Max armor type 8

Recommended Professions

Nightblade
Combined
Standard
Niibi Rook
Combined
Standard
Void Knights
Combined
Easy
Wraith
Physical
Easy

Ability Rolls for Streamlined Character Creation

Boldness
Quickness
Reasoning
Memory
Agility
Presence
Intuition
Constitution
Self Discipline
Strength
Empathy
Creativity
80 + 2d10
80 + 2d10
60 + 4d10
60 + 4d10
10d10
10d10
10d10
10d10
20 + 6d10
20 + 6d10
20 + 6d10
20 + 6d10

Recommended Skills

No items found.

Ability Prioritization Explained

Core Abilities
Boldness: Drives Dark Magic and Void Manipulation, and it’s baked into Cybernetics and CAP—perfect for ambush commits, fear plays, and hard entries.
Quickness: Sets tempo for Stealth/Movement chains and fast weapon work (Hand- & Shotguns, Knives, light Swords/Rifles); great for sudden reposition and strike-vanish play.

Supporting Abilities
Reasoning: Core to Shadowcasting and Void Manipulation, and a listed stat on Cybernetics; also steadies Gravitycraft’s precision.
Memory: Shared backbone for Shadowcasting and Void Manipulation and appears on CAP; keeps routes, keys, and exploit chains tight.

Important Abilities
Agility: Big lift for Stealth and Movement and for clean handling of Knives, Swords, and sidearms; also helps CAP maneuvers.
Presence: Pairs with Dark Magic (pressure, dread) and helps control attention in Social scenes without breaking cover.
Intuition: Completes the Shadowcasting/Gravitycraft triad (reading lanes, beats) and sharpens Awareness-style reads during infiltrations.
Constitution: Buffers Dark Magic backlash, cybernetic strain, and attrition during prolonged hunts.

Minor Abilities
Self Discipline: Useful for Gravitycraft steadiness and neat sequencing, but secondary to the priorities above.
Strength: Niche—comes up if you lean into heavier melee or CAP-powered strikes.
Empathy: Handy for soft manipulation, but the kit leans more on dread and shock.
Creativity: Nice for deceptive setups, yet timing and pressure usually win out.