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Jack of Shadows

Cult of the Lawful Thieves


History

Before Time

Reported to have been conceived when Viking encountered Xenoiré in the Darkness and raped her (as was his wont). Xenoiré called her brat Jack and for a while he grew up among the trolls but was shunned by the men of darkness as a half-caste. He became a creature of the shadows. Shadowjack did nothing of any real import during the Great Darkness and the Chaos War until the Lightbringers started searching for a way into Hell. In the Darkness, Rhadamanthus caught Jack trying to pick the pockets of the Lightbringers. He would have cut the thief’s hand off but Lucifer intervened and instead sent Jack to find a way into Hell. Thus Shadowjack stole the key to the Gates of Hell from Azrael’s own chamber while he slept and the Lightbringers were able to continue their quest.

Since Time

Many victims of poor background have turned to the worship of Shadowjack due to a distaste or fear of the Assassins and desiring a cleaner way of crime. The cult is small and cannot match Ma Fear for power but it continues to thrive in secret.

Life After Death

Cultists do not fear death and believe that Shadowjack waits with the Key to let them out of Hell whenever they wish. Cultists are therefore allowed resurrection and have a Runelord Divint on death.

Runic Associations

In Shadowjack, the elemental runes of his parents produced the Rune of Shadow. He gained the Man rune from both his parents and Disorder from his father.

Nature of the Cult

The cult exists to give a refuge to criminals that reject Ma Fear. It is averse to killing. Jack seems to give his worshippers something more than just the means to live as all his followers exhibit an irrepressible sense of humour despite the generally squalid way if life they lead. (He possibly stole Rhadamanthus’ sense of humour.)

Socio-political Position and Power

This cult has no position or power.

Particular Likes and Dislikes

The cult hates and fears Ma Fear, though it is too weak to fight it and most cultists are lay members of Ma Fear. Ma Fear tolerates the thieves because generally Shadowjack does not interfere with the Ma Fear operations of terror, extortion and assassination. Jack takes a dim view of all the troll cults except for Xenoiré and is friendly to the Lightbringers. This seems to extend to a strange rivalry between Shadowjack and Rhadamanthus. Jack dislikes chaos but generally tolerates it.

Organisation

The cult lacks true temples, a thieves’ den being formed around any available Runepriest. The organisation is obviously loose and fluid. The lay members are often very young children, picked up from the streets and then thieving for their Runepriest in return for board and lodging.

Centres of Power and Holy Places

There are no centres of power. There are two holy places - Hell’s Gate, as a symbol of Jack’s heroic deeds in Godtime, and a place referred to in legend as Shadowgift, reported to be the place where Jack gave the Key to Gates of Hell to Lucifer and received his reward.

Holy Days and High Holy Days

The cult celebrates a Holy Day on Godsday, Disorder Week, and that in Storm season is venerated as the day in which Jack stole the Key to the Hellgate.

Lay Membership

Any human or troll can join as a lay member, provided they can find a Runepriest. Starting player character criminals will have been contacted by a Shadowpriest as adolescents, if they make a POW×5% (or POW×1% in chaos zones, or POW×3% in Moonguard and its environs). Lay members can gain full price training in thief skills save for trap set/disarm, lockpicking, camouflage, and taste analysis. They can gain no other training in skills or weapons, but may purchase spells at full cost. They are expected to avoid fights and stay out of trouble. They receive free room and board in the Shadowpriest’s lodgings.

Initiate Membership

Jack Gifts
2d6 RollGiftGeas Cost
2Immunity to Lightsword3
3+1 on non-raisable characteristic per 3 geases3+
4Free reusable Runespell - Blackjack2
5Personal swagbag2
6+10% on pick pockets1
7+10% on hide item1
8+10% on pick locks1
9Free 2 points of detection blank2
10+1 on a raisable characteristic per geas1+
11Mastery of a cult skill3
12+15% on all cult skills3

An applicant for initiation must have been a lay member for at least a year and be an initiate of no other cult. He must pass a test of CHA+POW+INT+DEX×2%, if he fails he may reapply on the next holy day.

Initiates are referred to as ‘brothers’ and gain free room and board plus free training in pick pockets and lock picking, plus half price training in climbing, spot hidden, jumping, hide item, listen, move quietly and hide in shadows. No other skills are taught save for spot trap and disarm trap. Xenoiré teaches them treat poison. The initiate learns a very simple but effective language composed of signs and code words that is meaningless to non-initiates. He may learn the weapon skills of rapier, shortsword, dagger, light mace, truncheon/cosh, small shield, thrown dagger, dart and sling at full cost.

He will be taught the spells of Detect Police and Innocence. The cult also provides half price teaching of dullblade, coordination, mobility, protection, darkwall, shimmer, and detection blank. All fire/light spells are double cost.

Initiates also gain access to the reusable cult special Runemagics, on a one-use basis. Dexterity training may be purchased at half price. Power counts positively for stealth skills.

Initiates must take 1-3 gifts and the associated geases.

For every indicated geas, roll on the table below

Jack Geases
d100Geas
01Favoured by Shadowjack - No geas.
02-05Never steal from anyone from whom you have accepted food and drink.
06-07Never steal food or drink.
08-10Distrust all chaots.
11-14Distrust all Zorak Zoran cultists.
15-17Distrust all Stygia cultists.
18-20Never accept a challenge to physical combat.
21-24Double power sacrifice on holy days.
25-27Triple power sacrifice on holy days.
28-29Cynophobia - fear of dogs.
30-32Acrophobia - fear of heights.
33-36Never attack with an edged or pointed weapon.
37-40Never use missile weapons.
41-43Use only cult weapons.
44-45Use only blunt cult weapons.
46-47Never attack a melee opponent from the front.
48-51Never kill an initiate of Rhadamanthus.
52-54Never kill an initiate of Helios, Mithras, Rhadamanthus, Lucifer, Typhon or Viking.
55-56Never kill a sentient being.
57-59Never use the spell silence.
60-62Always wear a garment of horizontal black and white stripes visibly on the body when engaged in nefarious activity.
63-66Always wear a mask over the eyes when engaged in nefarious activity.
67-69Always put stolen items in a bag or sack marked ‘SWAG’ in big letters.
70-72If caught red handed or in possession of stolen goods, always say "It’s a fair cop!"
73-76When arrested, never resist arrest.
77-79Never return to the scene of a crime.
80-83Wear no metal armour on limbs.
84-86Wear no metal armour on head.
87-88Wear no metal armour.
89-92Never betray a fellow cultist.
93-95Always give misleading and evasive answers to any questions asked by a Truth cultist.
96-98Roll twice.
99-00Roll thrice.

Runelord Membership

A prospective Runelord must have been an initiate for at least two years, have 15+ Power, and have 90% in pick pockets, pick locks, and any 3 of climbing, jumping, hide item, move quietly, hide in shadows. He must take another gift and its attendant geases. A Runelord gains standard Runelord divints, and all other benefits of Runelord status. He can attune iron but must steal his own, as the cult has none itself. Finally, between acceptance for Runelord status and his inauguration on the High Holy Day, he must execute a theft of great daring, without being caught and produce the item stolen himself at the inauguration ceremony. Runelords are sometimes known as Shadowlords. They are free to do as they please but must gather a small cadre of professional initiates to themselves and commit great robberies.

Runepriest Membership

The Runepriests of Jack are called Shadowpriests but rarely become known to the outside world. Requirements for acceptance are 18+ Power, they must know Detection Blank IV, and have either Coordination or 18+ Dexterity. He is inaugurated by another priest or by offering one point of permanent Power to Shadowjack himself upon the High Holy Day. They must pass a test of (DEX+INT)×2½%. If they fail, they must reapply the following year. The Runepriests have all their DEX skills limited to DEX×5% but they may train their DEX. If they qualify for Runelord, then the five skills which qualify them for the status become unrestricted. They must take another random gift and the relevant geases. The Runepriest gains all the normal benefits and restrictions of the status, including full access to the cult special and associate Runemagics. They may also start training the skill of shadow lore.

Runespell Compatibility

Shadowpriests have access to the following standard Runemagics: Dismiss Elemental (I, II and III), Divination, Divine Intervention, Extension I, Spell Teaching, Vision (useful for ‘casing’). Shadowjack Divine Intervention can be sacrificed for by both priests and lords to mask an operation from Divination, etc. Priests can summon small shades, though they generally prefer not to and do not allow initiates to sacrifice for the spell. They may also sacrifice for the following cult special Runemagics.

One Point Spells

Blackjack: Range touch; Duration 15 min; Non-Stackable; Reusable
Can be cast upon any blunt cult weapon. It functions similarly to Truesword, doubling the weapon damage (other magical and strength bonuses are unaffected). This spell differs from Truesword in that it will not reduce a location below 0 hit points or total hit points below 1. Therefore it is impossible to kill someone with a weapon treated with this spell.

Shadow Walk: Range 160m; Duration 15 min; Non-Stackable; Reusable
Confers total invisibility and silence, provided the recipient stays in shadow. Blend in is total.

Unlock: Range touch; Duration instant; Non-Stackable; Reusable
When cast, automatically unlocks or unbars or negates any fastening, enabling the target object to be easily opened or removed. Glue spells are automatically negated. The spell works against the Poseidon Runespell Lock or Rhadamanthus Shackles, but temporary power points must be used to equal the amount of Lock/Shackles.

Two Point Spells

Monkeyclimb: Range 160m; Duration 15 min; Non-Stackable; Reusable
Doubles the recipients climbing skill when climbing any normal surface. It allows the use of the normal climbing skill when attempting to climb surfaces that are extremely difficult, or perhaps impossible (e.g. glass-smooth walls, overhangs, crumbling rocks, etc.). Further, should the recipient fall then by rolling his climbing skill normally he can ensure that the damage at the bottom does not exceed 2d6 and that it will not hit a vital area directly. This last ability can only be used if he remains within arms reach of a climbable surface throughout the fall.

Shadowport Table
StackingDistanceDuration of Travel Number of Exit AttemptsSkill Modifier on last attempt
1160m1 min15×1
2640m2 min8×½
32.5 km4 min4×¾
410 km8 min2×78
541 km16 min1×1516
6164 km32 min1×1532
7655 km64 min1×1564
82622 km128 min1×15128

Shadowport: Range 160m; Duration 15 min; Stackable; Reusable
Enables the caster to be able to transport himself and all the objects upon his person a distance up to the limit of the spell. He does not have to know exactly the place that he is going to as long as he knows the direction. This works only in areas of shadow and requires that the caster be able to hide in shadows and move. This can be done even if someone is watching as the skill roll is made only to get the character in shadow. The caster cannot Shadowport if held.

Exiting from the spell at the other end requires another hide in shadows roll. If he fails, then the caster must proceed along the same direction and try again at the next shadowy place he encounters (D.M.’s discretion). It takes one minute per attempt and if the character fails to exit by the time the spell terminates, he is lot forever in the Shadowlands, a limbo area between light and dark. Each extra use stacked allows the caster to take an extra person with him, or quadruples the range of the spell. When used in the latter mode, it also doubles the time taken to reach the destination thereby reducing the caster’s chance to exit safely. Stacking beyond four points therefore allows the caster only one chance to exit safely and at a reduced skill percentage.

Only one jump is allowed per use of the spell. Once in the Shadowlands, attempts at Divine Intervention will not work.

Trapjam: Range 160m; Duration instant; Non-Stackable; Reusable
When cast, causes all mechanical traps within three yards of the point of effect to become jammed, requiring resetting to become effective. This does not affect magical traps (such as Warding) but is effective against mechanical alarms.

Three Point Spells

Alibi: Range self; Duration special; Non-Stackable; Non-Reusable
Cultists are only allowed one use of this spell at a time. It must be cast upon the cultist’s arrest by the forces of law. Once cast he must make a POW×5% roll (only if caught red-handed or there is irrefutable evidence to his guilt, otherwise power rolls are unnecessary). If successful, then at some time between his arrest and the execution, someone of sufficient clout and influence will turn up to provide a cast iron alibi that will get him off completely.

Many legends surround this spell. One tells how the Rhadamanthus Lawlord Richard de Winter arrested the Shadowlord Ronald Biggs, one of the greatest thieves of all time, for stealing the war chariot of the Grand Master of Helios. Biggs at the time was at the reins of the chariot, wearing a golden mask and talking to a known purveyor of stolen chariots. Biggs’ claimed that he’d seen the thieves steal the chariot, had tried to intervene but he had been coshed unconscious and had woken up in the back of the chariot, tied up, to find that the he and the chariot had been abandoned. Having freed himself, he was driving the chariot back to Heliopolis and had merely stopped to ask for directions from the chariot vendor in an outlying village. He put the mask on, which he’d found on the driver’s seat, to conceal his identity from the vendor who knew him and he didn’t want it to get around that he had helped a Lightbringer. A Reconstruction showed that it was a thug dressed like Biggs with a golden mask that stole the chariot, but they could not place Biggs alleged coshing accurately enough to corroborate or break his story. de Winter got Biggs in the dock and with Truespeak cast was all ready for the final questioning when Judge Devlin suddenly remembered seeing Biggs himself and questioning him about some other minor theft at a time just after the robbery was known to have occurred and so Biggs was set free with a caution.

Subservient Cults

Cult Spirit of Reprisal - The Laughing Policeman

Cultists believe that whenever they are caught for committing a crime, it is because Shadowjack is paying them back for any indiscretions they may have caused. Should a cultist break a cult tenet, whilst committing a crime, then he can expect no help from Jack or fellow cultists. If a thief leaves the cult, then should he ever commit a crime subsequently he is sure to be apprehended and pay in full for his crime.

Associate Cults

Shadowjack’s associates fall into three groups: Xenoiré, his mother, with whom he has remained close; Viking, his father, with whom he was never close; and the Lightbringers and the object of their quest.

Xenoiré

The troll healer goddess gave the following spell to her son, so that he might heal himself on his quest.

Regeneration: Range touch; Duration 15 min; Non-Stackable; Reusable; 2 points
Causes the recipient to begin healing all damage at one hit point per minute provided that dismemberment has not occurred. It can be used to regenerate limbs, but only at the expense of the spells reusability.

Viking

The Berserker offers his son nothing as he is a wimp. However he refuses to believe that any son of his can be a coward, and so Curse Coward and Smite Coward will not work on initiates of Jack.

The Lightbringers all gave Shadowjack gifts that he might complete his quest more easily. Some gave willingly and bountifully, others gave sparingly and some had to be coerced into not lopping his hands off … but the following gifts they offer. (Note - these are not true associates and will not allow an initiate thief to join as an associate priest.)

Helios

The Sun God could not have been released without Jack’s aid and so thanked him personally even though he was a darkness god and far beneath his station. Therefore all charioteers with the geas ‘Never speak to a non-cultist’ may speak if they so desire to Shadowjack thieves without incurring the wrath of any Spirit of Reprisal.

Humakt

Humakt gave Jack the following spell to aid him in his journey through the dead places wherein dwell the spirits that can find no rest.

Free Ghost: Range 160m; Duration instant; Non-Stackable; Reusable; 1 point
Upon a successful POW vs. POW roll, it unbinds a Ghost and returns it to the Halls of the Dead.

Lucifer

The Light Healer was aware that certain individuals would attempt to prevent Jack from completing his quest and gave him the following spell to negate one threat.

Counter Poison: Range touch; Duration instant; Non-Stackable; Reusable; 1 point
Cures the effect of poison up to 1d6+2 potency levels. If used with a successful treat poison roll, it automatically cures 8 points. It may be used at any time after poisoning takes place but before it takes full effect.

Mithras

The war god gave Shadowjack the following spell that he might see clearly in the dark places.

Warmvision: Range 160m; Duration 15 min; Stackable; Reusable; 1 point
When cast, it causes the recipient to detect objects by the difference in heat radiated between them and the background. This is useful mainly at night. Each point stacked doubles the duration of the spell.

Rhadamanthus

The Lightbringer Lawgiver gave his gift as a ‘A fair trial and a light sentence’. Certain Judges have taken this to mean the use of the Lightsword. Hence any Rhadamanthus cultists with the geas ‘Always pass sentence of maximum penalty for any crime’ will do just that, whereas all other Rhadamanthus cultists will generally pass as light a sentence as possible - always after a fair trial, of course.

Typhon

The storm god had nothing of use to give Shadowjack upon his quest but upon his return, Typhon wove some epic verses into his Ballad of the Sunseekers about Jack and offers all Shadowjack cultists poetry training at any of his temples at half price.

Miscellaneous Notes

Cult Battlemagic

Detect Police: Range 40m; Duration instant; focused; 1 point; 300s
This spell acts in a similar manner to Detect Enemies, but detects anyone looking for criminals. It automatically detects all Rhadamanthites and dwarves.

Innocence: Range self; Duration 2 min; unfocussed; active; 1 point; 1000s
This spell makes the caster radiate innocence and will confound Detect Truth, Sense Criminal, et al.

Cult Skills

Shadow Lore: Knowledge; Base 00%; Training 500/1250/3000/EXP.
Knowledge of the shadowlands.

Criminals as Starting Player Characters

Jack Weapons
D100 RollWeapon
01-05Cosh
06-25Light Club
26-35Heavy Club
36-60Dagger
61-75Shortsword
76-80Rapier and Dagger1,2
81-90Shortsword and Buckler1
91-93Throwing Dagger2,3
94-96Dart3
97-99Sling3
00Light Crossbow3

Notes:

  1. The second item is the primary parrying weapon.
  2. The character automatically has dagger as a secondary melee weapon, and can opt to make it his primary if he so wishes.
  3. The character knows how to use a missile weapon. This is always the secondary weapon. Roll again for primary weapon and ignore results over 90.

Origins
Any townsman can opt to become a criminal. Peasants need to make a POW ×3% roll. No nobles, barbarians, or non-humans (apart from ogres) can start as criminals. If the character can roll a POW×1% then he has the option of not joining Ma Fear as a lay member.

Weapons
To determine weapons-use consult the accompanying table.

The character will also get punch, kick and grapple at Base + Bonuses + D6×5% (roll separately for each attack).

Skills
The only skills that the starting criminal can learn are those designated as ‘thief’ skills in the RQ book. Any four can be designated as specialist skills, and are known at 50% plus bonuses, and all others are at 25% plus bonuses. The exceptions to this are Trap Set/Disarm, Lockpicking and Camouflage which are learnt to basic plus bonuses (plus 25% if specialist), and Taste Analysis which cannot be learnt at all.

Spells
The starting criminal will have very little magic. Roll POW×5% to gain 1 point of the following spells, then roll POW×4% for the second choice spell, then POW×3%…

The spell choice is limited to
Bladesharp I, Bludgeon I, Detect Detection, Detect Enemies, Detect Magic, Detect Runemetal II, Detect Traps, Detection Blank I, Invisibility I, Dispel Magic I, Disruption, Healing I, Ironhand I, Multimissile I, Protection I, Shimmer I, Silence I, Speedart.

The character may not take a second point of a variable spell. If a critical is rolled then he may take three points, and a special gives two points, instead of the one per roll.

Equipment
It is assumed that the character has just spent his ill-gotten gains in acquiring his present spells, skills, and equipment. He starts with d10 shillings. He will, however, have a complete set of weapons and clothing and armour from the following table.

Jack Armour
D100 RollArmour Combination
01-10No Armour
11-20Sleeved Leather Coat
21-30Sleeved Leather Coat and Hose
31-40Sleeved Double Leather Coat
41-47Sleeved Double Leather Coat and Leather Hose
48-51Sleeved Double Leather Coat and Double Leather Chausses
52-63Quilted Jerkin
64-71Quilted Jerkin and Leather Hose
72-76Quilted Jerkin and Double Leather Chauses
77-78Quilted Jerkin, Double Leather Chauses and Cuirboulli Vambraces
79-84Double Leather Sleeved Coat and Cuirboulli Cuirass
85-88Double Leather Sleeved Coat, Cuirboulli Cuirass and Double Leather Chausses
89-90Double Leather Sleeved Coat, Cuirboulli Cuirass and Double Leather Trousers
91-92Double Leather Sleeved Coat and Quilted Jerkin
93-98Double Leather Sleeved Coat, Quilted Jerkin and Double Leather Chauses
99Double Leather Coat, Quilted Jerkin, Double Leather Chauses and Cuirboulli Vambraces
00Double Leather Coat, Cuirboulli Cuirass, Double Leather Trousers and Cuirboulli Vambraces
Jack Headgear
D100 RollHead Protection
01-10No Headgear
11-20Leather Cap/Hood
21-60Double Leather Cap
61-80Composite Helm
81-90Open Helm
91-97Double Leather Cap and Composite Helm
98-00Double Leather Cap and Open Helm

Characteristic Raises
All criminals gain 2 Dexterity raises, and 1 Power raise if they have an offensive spell.

Prior Crimes
If he rolls a POW x1%, then he is unknown to the Rhadamanthus cult. If he fumbles, then he bears the mark of the guilty for some crime. All starting criminals are assumed to have followed a street urchin existence for most of their lives. Their truly criminal career has only recently commenced. However, they will certainly have committed at least one crime of reasonable importance and this may affect them in later life. Roll a D100 on the following table to determine their crime. If the character bears the mark of the guilty, it will be for the crime or crimes determined here.

Prior Crimes
D100 RollCrimeMaximum Penalty
01Conspiracy to MurderMandatory Death Penalty
02Murder by Poisoning
03-04Killing a Rhadamanthite in the performance of his duty
05Cannibalism
06Desecration of a Lightbringer Church
07TreasonDeath. Possibly commuted to imprisonment for 25 years, and/or permanent dismemberment
08-11Murder
12-17Manslaughter
18Conspiracy
19Espionage
20-21Arson
22Piracy
23-24Cattle RustlingDismemberment:
for 3 years (1st offence)
for 10 years (2nd offence)
for life (3rd offence)
25-26Horse Theft
27-28Poaching
29-30Highway Robbery
31Perjury
32-37Rape
38-39Extortion/Blackmail
40Kidnapping
41-45Burglary with Intent
45-49Theft of Valuables1st offence: Fine 20d100 shillings
2nd and subsequent offences: Dismemberment as above
50-57Mugging
58-59Theft of a Beast of Burden
60-61Withholding Evidence
62Attempting to Bribe a Rhadamanthite
63-68Wounding a Rhadamanthite in the Performance of his Duty
69-70Striking an IdiotFine: 50 shillings
71-78AssaultFine: 100 shillings
79-86Injury to a Sentient CreatureFine: 2000 shillings
87-90Aiding and Abetting a Known CriminalFine: 5d100 shillings
91-92Conspiracy After the ActFine: 5d100 shillings
93-94Harbouring a Known CriminalFine: 10d100 shillings
95Slave-tradingFine: 10d100 shillings
96-98Roll Twice 
99-100Roll Thrice