Shadows are different to other undead spirits in that they are not created when killed by other shadows. Instead the victim is somehow afflicted by an ancient curse which affects only the soul or spirit. Within D10 days his body has completely faded away, leaving only his shadow.

 

Step 1: Age
Determine the character's starting age;
01-20 100 xD4 years
21-40 100 xD6 years
41-60 100 xD8 years
61-75 100 xD10 years
76-90 100 xD12 years
91-00 100 xD20 years
Next decide his background; 

Where were you born? What was your childhood like? What was the reaction to your first miraculous recovery from death? 

Did you leave your home and family, or did you stay around and watch them grow old and die? If so, how did it affect you? (see the special Disadvantages section for more on this). 

Where have you been in the intervening years? Were you involved in any famous historical incidents? In the present day where does your character live or is he a wanderer, moving around continuously?

Step 2: Attributes
Roll attributes as normal but WIS and CON +5. Hit points = CON +4, +4 per level.
Step 3: Skills

Choose skills in the normal manner but no new ones can ever be learnt. Why? Because the memory cells no longer exist, this person is only alive through sheer force of will. The type of skills the character has should be determined by what era he was living in when he died.

Step 4: Abilities

Shadows gain all of the following abilities;

Shadow Form - The character is invisible to heat, motion, and many other kinds of sensors. He weighs a mere 1/16th of his normal mass (or 1/4 of the shadow form mass) and can travel under doors, through cracks, etc. Gases and fumes do half damage, plus the character is immune to drugs that must be ingested or injected. Shadows are 90% undetectable in all but the brightest of surroundings (continual light or equivalent), as they normally appear to be nothing more than their name would suggest. In bright light they can be clearly seen. They can take himself and up to 100lbs of matter into the 2-D realm. Can merge with any size shadow becoming a part of it. However strong light (300 watts) will force him out of the shadow. 

Additionally Shadows start with 45 Points to spend on any of the following abilities. As they earns more experience they may buy or rebuy more abilities.

Ability Cost Notes
Control Shadows 5 The character can affect normal shadows and indirectly light as well. He can shift the location and size of normal shadows. He can form them into two-dimensional images that can do D6 damage per 2 WIS to real targets, +D6 per level. The character can also see through these shadow constructs eyes, but they must remain within a range of WIS x1 metre. He can create one shadow construct per 2 WIS, +1 per level.
Create Darkness 5 Can create an area of darkness of 1 metre radius per INT (+5 metres per level) anywhere within his line of sight. If desired the player can focus this darkness around a single person and exert his will creating an unexplainable fear of the dark on the victim. He must make a saving throw vs. insanity or else he will be permanently afflicted with the phobia. Thereafter the victim will always suffer a  -4 or -20% penalty (whichever applies) on all rolls whenever attempting to do anything in darkened conditions.
Hide from electronics 10 This is a special kind of aura which when surrounding the character makes him invisible to all cameras, electronic sensors, artificial optics, robots, etc. This power does not affect normal sight unless the viewer is relying on an electronic means of perception.
Hide in shadow 5 Can merge with any size shadow becoming a part of it. However strong light (300 watts) will force him out of the shadow. 
Leech 10 By touching a victim a Shadow can drain 1 HP per WIS +1 per level and add it to his own for 1 hour per CON. If he holds onto the victim he can also drain one point of Strength. Lost Strength points return D8 turns after being touched. If a victim is reduced to zero Strength or zero hit points by a shadow, the shadow has drained the life force and the opponent becomes a shadow as well.
Levitation 5 The character can levitate the himself and up to WIS x2 metres (+2 metres per level), and fly at a rate of WIS x3kph (+3kph per level). 
Raise Follower 10 Any being totally drained of life energy by a Shadow becomes a full strength Shadow under the control of the Shadow which drained him. The victim loses all control of his personality and may become more or less powerful than before, depending on his level and class before becoming a Shadow.
See Weakness 10 By looking into the shadow cast by an object or person he can see weak points or a living person’s general health.
Spellcast 10 each The cost is for each sphere of magic the Shadow wants to learn from, however the first sphere must be D'arque. He starts with one spell per INT point over 9, he can learn an equal amount per level. Thus INT 13 = 3 spells +3 per level. The spells can come from Necromancy, Combatic, Transmutanic, Chaotic, Common, Elemental Void and Biomancic.

Shadows can tap into the world’s natural mana at a rate of INT + WIS x3. Mana is recovered at a rate of 10 per hour if remain active (but not using magic) and 20 per hour if asleep.

True Sight 5 This character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility (yes, you can see the invisible). This also includes the ability to detect whether it is magical, but not the exact nature of the magic aside from whether it is harmful or helpful. 
Step 5: Careers
Possible related careers include spirit guide.
Step 6: Disadvantages
Shadows have an irrational dislike of all living beings and have great difficulty working with anyone alive. +10 points

Weapons forged of iron do x2 damage even if intangible. All other attacks do normal damage when solid. +5 points.

Daylight makes Shadows powerless. +20 points.

Holy water inflicts D8 points of damage when it strikes a Shadow. +5 points.

A raise dead spell apparently reverses the undead status, destroying the Shadow immediately if a saving throw versus spell is failed. +20 points.

 

 

Modern Classes