GameplayCharacter BuildingClassesWhispererTenets

Tenets are specific doctrines which Wraith carry along with their Pacts, based on their identity. In order to use the abilities from these Tenets, Whisperers must obey the rules of their doctrines.

Intents

Intents exist to track a Whisperer's motivations behind their actions, usually to ensure Whisperers can't escape obligations or false punishment for suboptimal actions.

  • Attack Intent ^f2b876
    • Starts a Duel with a target.
    • Has Attacked a target.
    • Started a channel for an offensive spell.
    • Used an offensive spell.
    • Has applied negative effect on a target.
  • Support Intent ^d796e7
    • Use an item that restores something to an ally.
    • Attempt to aid an ally in battle by:
      • Clashing with a target they are clashing with.
      • Attacking a target they are attacking.
      • Taunt an enemy they are attacking to attack you.
    • Buffing an ally.
    • Removing a debuff from an ally.
    • Reviving an ally.
    • Preventing the ally from dying.
    • Moving towards an ally that is near an enemy / staying with an ally near an enemy.
    • Channelling a non damaging spell that does any of the effects above.

Judge

A Wraith which deals with life and death, reaping souls when their time has come. A Whisperer of this Tenet is responsible for claiming the soul of a target designated by the Wraith.

Designation is done via marking the enemy with Doom and gaining Reaper, forcing the Whisperer to hyper focus on singular Targets. In exchange, they gain strong buffs against Doomed targets.

  • Doom ^515bed
    • X Doom
    • Mental Token
    • X determines the name of the inflictor
  • Reaper ^1fc34a

Judgement

The absolute basics of the Judge Tenet. At the start of combat, inflict X Doom on a visible enemy and gain 2 Reaper 2. The previous effect will trigger again, if Doom has expired at the start of the turn cycle.

  • Reaping Your Wraith will grant rewards for following up on their hit.
    • If an entity with Doom is downed, initiate an [AC].
      • [AC] 80 DS vs ([[#^ab7563]|Distain]] * 20) S: Gain 1 Confession and -3 [[#^ab7563]|Distain]] F: Gain (Enemy Tier Downed) [[#^ab7563]|Distain]]
    • If an entity with Doom panics, initiate an [AC].
      • [AC] 80 DS vs ([[#^ab7563]|Distain]] * 20)
        • S: Gain 1 Virtue and -2 [[#^ab7563]|Distain]]
    • If a Legendary Action is fulfilled.
  • Distain ^ab7563
    • X Distain
    • Mental Token
    • Distain Helps with gaining Virtues, acting as a pity system.

Stages

Stage 1

Stage 2

  • In Your Shadow
    • For 1 Maneuver and 1 Virtue, whenever an enemy with Doom falls below 50% HP for the first time or is downed, teleport an entity within (Stage) tiles of the user into in a one tile radius around the target with Doom.
      • All entities relocated are automatically disengaged.
  • Augments Reaper Bonuses:

Stage 3

Stage 4

Stage 5

Resolute

This Whisperer has chosen to make very strict and tight pacts with their spirit, causing them different bonuses for following many different sets of chosen rules.

At every Stage they will gain a set of additional commandments and rules they have to follow. While this whisperer does not gain the most offensive boons, they make up for it in their bonuses to delay and support themselves and their allies.

Loyal Vows

Vows are akin to mini-#Rites, acting as decentralized laws within the Pact. Broken Vows will cost a Confession.

  • Vows with [P] are passive Vows, meaning they can only be broken once per combat
  • Vows with [A] are active Vows, meaning they can be broken as many times as they get activated
  • Every 2 turns in combat or upon following an active pact successfully, start an [AC] to gain a Virtue
    • [AC] : (135 - (5 - Vows broken in the last two turns) * 10)
  • You gain (Stage + 1) Confessions upon Camping#Long Rest.

Stages

Stage 1

  • Stage 1 Vows:
    • [P]Do not Despair nor Yield: You must not panic or surrender in battle.
    • [P]Befriend Those Close to you
      • Apply |Friendship +1 to (Stage/2) allies before/at the start of combat.
        • You can choose to apply multiple |Friendship stacks to the same ally.
      • If |Friendship expires for any reason except battle end, lose 1 Confession.
  • Stage 1 Boons:
    • Every turn, gain (Stage) Overhealth (to a maximum of 20% of your Max Core Aspects#HP)
    • Re-Center
    • Shared Wounds ^acfcaf
      • For 1 Virtue and 1 Break, upon taking damage or an ally with |Friendship takes damage, then transfer (Stage x 20)% of the damage taken to a willing ally with |Friendship or self.
      • [Cooldown] 2 Turns
  • Friendship ^651f70
    • Mental Token
    • X's Friendship Y
    • X determines the name of the applier
    • Expires upon panic/downed.

Stage 2

  • Stage 2 Vows
    • [P]Do not Sloth: You must not end a turn with AP remaining.
    • [A]Pay Respects: Whenever you defeat an entity, you must pay respects to it
      • In combat: you must not move away from the entity for the turn you defeated it (Takes precedence over other pacts)
  • Stage 2 Boons:

Stage 3

Stage 4

  • Stage 4 Vows:
    • [P]Maintain Focus: Do not:
      • Break 2 Channels in a row.
      • Lose 2 Duels in a single turn.
      • Do not miss two ranged Bursts in a single turn.
    • [P]Devotee's Bane: Add (Stage - 3) * 2 Weight to your Rig Weight.
    • [A]Mercy upon Thee: Grant mercy to those requesting it if it does not conflict with your Vows or your longevity.
  • Stage 4 Boons:

Stage 5

Phantom

  • This Whisperer has a more direct connection with their Wraith, being granted a Phantom, an avatar which assists the Whisperer in the Wraith's name.

Manifest Phantom

  • For 1 Maneuver, manifest the Phantom within a 1 tile radius.
    • Summon Stats
      • 100% of users Attributes and 75% of users Skills.
      • It has the same armor values of user.
      • You may bestow it a weapon you own.
      • Your Phantom cannot speak to others while summoned.
    • The spirit at the end of your turn is unsummoned.
      • It can also be unsummoned as a free action.
    • While summoned your Phantom will automatically move to maintain the same distance between you both.
      • They are obstructed by entities, however they can move through objects.
      • As a free action, they can move a distance equal to your First Step.
    • Any damage it takes will be redirected towards you.
    • It can be summoned out of combat.

Stages

Stage 1

Stage 2

  • You may do a 0 Status Tokens#Channel S to use #Manifest Phantom instead.
  • You may keep your Phantom summoned in combat at the cost of -1 Maneuver per turn.
  • Increase |Manifest Spirit Summon range by 1 tile.
  • Your Phantom May now speak to others while |Manifest Spirit is active.
  • Add |Future Resonance to Twin Up.
    • Future Resonance ^8e4d0a
      • For 1 Maneuver, the spirit will attempt to do an action after moving up to 3 tiles in any direction. Outcome is determined by their success.
        • S:
          • Move to their same tile and do the same action.
          • Gain 1 Virtue.
        • F: Lose 1 Virtue
      • [Cooldown] 1 Turn

Stage 3

  • Summon Stats
    • Your Phantom now has 110% of your Attributes and 95% of your Skills
    • Your Phantom now shares ALL of your status tokens
    • Your Phantom now gains their own separate morale pool
  • Shadow Guard
    • As a Reaction for 1 Confession and 1 Break, you may summon your Phantom to take a dangerous blow, they gain +50% more Armor and you only take 70% of the damage.
      • [Cooldown] 4 Turns
  • Tag In

Stage 4

  • Your Phantom now has 115% of your Attributes and 100% of your Skills.
  • |Manifest Spirit is active, your Phantom may Status Tokens#Channel spells.
  • Your Phantom can now make a copied version of a weapon you own instead of needing to use an existing one.
  • Before activating |Manifest Spirit, for 1 Maneuver you may choose an ally within 3 tiles to spawn your Phantom.
  • Add |Synchronised Present to Twin Up.
    • Synchronised Present ^0ba43e
      • For 2 Virtues, you and the spirit will do the same action independently. Outcome is determined by your success.
        • If you both were successful: Gain 2 Virtues
        • If no-one was successful: Lose 1 Confession

Stage 5

  • Your Phantom now has 120% of your Attributes and 105% of your Skills.
  • |Synchronised Present now allows your Phantom to do a different action than you.
  • Your Phantom no longer gains your own negative Status Tokens.
  • Phantom Baron
    • Before you take a fatal hit, consume all remaining virtues to gain (Virtues consumed) |Dissonance (Stage)
      • Your Phantom enters this with their morale halved
      • After |Dissonance ends, you enter |Fading and your HP is reduced to -30% of your max HP
  • Soul Tandem
    • For X Virtues, enter Soul Tandem for (X/2) Turns
    • While in Tandem, you may do one additional Twin Up action for free after any Twin Up action, successful or not.
    • All Twin Up actions have no cooldown during Tandem.

Oracle

This Whisperer has made a contract with a cluster of Wraith that have conflicting goals.

To achieve balance, they gain a spiritual communication device that the spirits may use to write messages onto, that being their |Spirit Box. Gaining |Grace as a reward for their labours.

  • Grace ^ce134a
    • Mental Token
    • Grace Y
      • Max Y: 10
    • Even Levels activate offensive effects.
      • Anything marked with |Fate's Mark deals +(Y * 5)% damage.
      • At the start of your turn, for every 5 Y, increase the level of a generic positive Status Token on self by 1.
    • Odd Levels activate defensive effects.
      • Increase Owner Dodge by Y.
      • At the start of your turn, for every 5 Y, decrease the level of a generic negative Status Token on self by 1.

Song's Mailman

The basic structure of the Oracle's Tenet. At the start of combat, roll a d(Number of |Fate's Trials), to choose a Trial. The selected fate must be completed to gain |Grace +1 otherwise you are prompted to choose between losing 2 Virtues or 1 Confession.

After a Trial expires, reroll a new one.

  • Fate's Trials ^628e72
    • (A conflicting Fate must be rerolled)
    • 1: In the next 2 turns show an |Attack Intent.
    • 2: Show a |Support Intent this turn.
    • 3: Use an art/spell with |Fate's Mark, that art/spell gains |Fate's Mark +1.
    • 4: Move 2 tiles away from your current position.
    • 5: For this turn, stay in the tile you are standing on.
    • 6: Reroll Twice, Reroll once only once more if this is Rerolled .
    • Later Unlocks
      • 7: Do nothing.
      • 8: Choose 2 available arts restrict their use this turn, choose 2 available spells and restrict their channelling or use.
      • 9: This turn don't use a Maneuver (you can still use AP for actions that cost them).
      • 10: Reroll once and do the the next Trial next turn.
      • 11: Ensure any entity loses HP this turn.
      • 12: Ensure any entity loses morale in the next 3 turn.
      • 13: No trial, if you have succussed doing the last trial, gain |Grace +1
      • 14: This turn equip an item or a different weapon.
      • 15: Attempt to taunt the highest ranking enemy this turn.
      • 16: Virtues or |Grace may not be spent this turn.
      • 17: Breaks may not be spent this turn.
      • 18: Reroll thrice (if rerolled only reroll once).
      • 19: Reroll once, next trial must be done in the opposite fashion.
      • 20: No trial, gain 1 |Life Cycle. Every turn, take in all of your available Arts or Spells that can be channelled or casted, and roll a Dice with its max value being the sum, the result is the index of the art or the spell selected.

The selected art/spell gains 1 |Fate's Mark 1.

  • Fate's Mark ^8b23dd
    • X Fate's Mark Y
      • If this is an Art:
        • Increase Clash Power by Y (up to 2)
          • (Y * 7.5) Hit Modifier.
      • If this is a Spell:
        • +(Y * 5) to your Spell [AC]s.
        • +(Y * 10) to your Spell [TC]s.
      • Once this is used, gain |Grace +1 and remove this effect
    • -1X per turn

Stages

Stage 1

Stage 2

Stage 3

Stage 4

  • Grand Tribunal ^707f20
    • At Max |Grace, you may choose to spend all of it to face one of three trials for bonuses.
      • Roll a D3 to choose one.
        • After that trial is done it cannot be repeated for this combat and is to not be rolled for.
        • Failing one of these, costs 3 Confessions.
          • These Trials cannot be cancelled at will.
      • 1: Seclude yourself and an enemy from everyone's line of sight for 2 Turns.
        • S: For the rest of combat when using spells / arts that target a single target, its hit modifier by +50%.
      • 2: Land 2 Crits in the span of 3 turns or use 2 Level 5 Spells in a row.
        • S: For the rest of combat, generate 1 Status Tokens#Poise per turn/ 2 Status Tokens#Instinct per turn, when channelling an [Encode] Spell, reduce the channel time by 1 turn (cannot be used in the same turn),
      • 3: For the next 3 Turns, when rolling for |Fate's Trials, roll an extra 3 times
        • S: For the rest of combat, |Life Cycle cannot be reduced below half its max stack (rounded down).
  • Increase Max |Life Cycle by 1
  • Unlock |Fate's Trials 13-16.

Stage 5

Rites

Smaller scale Tenets that are mostly opted into by the Whisperer for their additional bonuses.

With the major upside being, the power source is mostly external from the Wraith, being one of the only powers kept while Severed.

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