Tenets
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
- X Reaper Y
- Mental Token
- Gain Status Tokens#Taunted 6 directed to the owners of {X} Doom
- This also affects Spell [TC]s
- Gain these bonuses against Targets of {X} Doom:
-
- Status Tokens#Empower (Y/2)
-
- Status Tokens#Resonance (Y/2)
-
- If Owner is within 5 tiles of the targets of {X} Doom and has not shown Attack Intent, -1 X on turn end.
- Otherwise -1 X every 2 Turns.
- Gain Status Tokens#Taunted 6 directed to the owners of {X} Doom
- If this token expires, All {X} Doom expires as well.
- Upon expiration, lose 1 Confession.
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]]
- [AC] 80 DS vs ([[#^ab7563]|Distain]] * 20)
- If a Legendary Action is fulfilled.
- Gain 1 Virtue
- If an entity with Doom is downed, initiate an [AC].
- Distain ^ab7563
- X Distain
- Mental Token
- Distain Helps with gaining Virtues, acting as a pity system.
Stages
Stage 1
- Gain additional (Stage - 3) X Reaper when gaining Reaper
- Gain additional (Stage - 1) Reaper Y when gaining Reaper
Stage 2
- In Your Shadow
- Augments Reaper Bonuses:
Stage 3
- Soul Shield
- If a target with Doom loses Core Aspects#Morale, gain (Core Aspects#Morale lost * 3) Shields.
- Augments Doom:
- When facing Morale [TC]s, increase the [TC] by (5 * Stage)
Stage 4
- Distorted Malice
- For 1 Break and 1 Confession, transfer Doom into an entity without Doom
- The Entity that gains Doom gains 1 Status Tokens#Marked 2
- For 1 Break and 1 Confession, transfer Doom into an entity without Doom
- Augments Reaper:
- Gain additional Status Tokens#Taunted 2 directed towards targets with Doom
- Entities without Doom gain -10 Hit Modifier against owner
- +Status Tokens#Guile (Reaper Y/2)
Stage 5
- Unjust Ruling
- For 2 Virtues and 1 Confession, Start a 1 Status Tokens#Channel S to impose a [TC] on an entity with Doom.
- [TC] (20 + d20 + User X Reaper * 20) vs Skills#Mysticism
- F: User can choose a selection of debuffs to apply to the enemy
- All tokens available share an overall cost of (5 + (X Reaper)) that you allocate.
- (X-2) Status Tokens#Bound Y
- (X-1) Status Tokens#Harmony or Status Tokens#Flair or Status Tokens#Focus -(Y+1)
- X Status Tokens#Protection -(Y)
- X Status Tokens#Resilience -(Y-4)
- (X -1) Status Tokens#Marked Y
- All tokens available share an overall cost of (5 + (X Reaper)) that you allocate.
- F: User can choose a selection of debuffs to apply to the enemy
- [TC] (20 + d20 + User X Reaper * 20) vs Skills#Mysticism
- For 2 Virtues and 1 Confession, Start a 1 Status Tokens#Channel S to impose a [TC] on an entity with Doom.
- End of Days
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)
- S: Gain 1 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.
- Apply |Friendship +1 to (Stage/2) allies before/at the start of combat.
- Stage 1 Boons:
- Every turn, gain (Stage) Overhealth (to a maximum of 20% of your Max Core Aspects#HP)
- Re-Center
- For 1 Virtue, If an ally Panics, instead lose 1 Core Aspects#Morale and prevent the ally from panicking.
- 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
- If Owner and X are within (1+Y) tiles, apply Status Tokens#Sturdy (Stage/2) + Y and Status Tokens#Resonance (Y/2) to both.
- 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:
- Baton Pass ^f5e240
- For 1 Morale and at 1 AP: Choose 1 ally with |Friendship to gain 1 AP on the start of their turn, then you lose 1 AP
- Meditated Vows ^9f9787
- At a Camping#Long Rest, you may assign 4 Vows to an Attribute to increase it by 1
- You may assign #Rites as 2 Vows.
- If any Vow is broken, instead reduce that Attribute by 1 until the next Camping#Long Rest.
- At a Camping#Long Rest, you may assign 4 Vows to an Attribute to increase it by 1
- Augments |Friendship:
- Gain (|Friendship Y * (Stage - 1) *) Overhealth on application.
- Gain |Accuracy (Stage - 1) to a max of 2Y.
- Baton Pass ^f5e240
Stage 3
- Stage 3 Vows
- [A]Cohesive Mind: Once every 3 turns, initiate a Mysticism [AC] at the end of your turn. ^51255f
- [AC] (125 - AP * 50) vs Harness
- S:
- Gain 1 Core Aspects#Morale and 1 Confession,
- Remove 1 generic negative Mental Token on self and 1 ally with |Friendship
- F: Lose 1 Core Aspects#Morale.
- S:
- You may choose to spend 1 Virtue before the end of your turn to not lose a Confession upon failure of this Vow.
- (This pact takes priority over Do not Sloth and disables its rules.)
- [AC] (125 - AP * 50) vs Harness
- [P]To Lead and Follow: Follow your group's leaders commands as long as it does not conflict with your pacts.
- If you are considered to be the leader then most allies must follow your commands.
- [A]Cohesive Mind: Once every 3 turns, initiate a Mysticism [AC] at the end of your turn. ^51255f
- Stage 3 Boons:
- Veto
- At a Camping#Short Rest, in exchange for -2 Max Virtues, disable up to (Stage - 2) Passive Vows.
- Meditated Vows now only needs to assign 3 Vows.
- Shepard of the Flock
- At a Camping#Short Rest, other non #Resolute allies, may use the Stage 1 version of Meditated Vows.
- Them breaking the Vow will cost you 1 Confession, disable their bonus and reverse the Attribute bonus they took on yourself.
- At a Camping#Short Rest, other non #Resolute allies, may use the Stage 1 version of Meditated Vows.
- You no longer need to spend a Break to use Shared Wounds when transferring from an ally to yourself.
- Status Tokens#Sturdy 1 when transferring damage to self.
- Veto
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.
- [P]Maintain Focus: Do not:
- Stage 4 Boons:
- Meditated Vows's Attribute gain is increased to 2.
- Baton Pass can now use 2 Virtues as a substitute for the AP cost,
- The ally also additionally gains 1 Maneuver.
- Supreme Pass
- For 2 Virtues, 1 Confession and 2 Breaks, transfer your remaining AP to an ally with |Friendship and allow them to act immediately.
Stage 5
- Stage 5 Vows:
- [P]Bones of Steel: Do not get displaced twice in a single turn
- Loyalty / Heresy: Every long rest you may choose between Loyalty or Heresy.
- Loyalty: For every Vow broken, lose 1 Max Core Aspects#Morale until next Camping#Long Rest. Gain the following as compensation:
- Allies with |Friendship gain |Friendship +2
- Gain Status Tokens#Sturdy 2 while redirecting damage from allies to self.
- Cohesive Mind now heals 40% of Max Core Aspects#HP to self and an ally with |Friendship.
- It also removes 1 negative generic Status Token from self and ally.
- Heresy: When you break a Vow, instead gain a Strike. Active Vows count as 2. ^ad3e71
- You need 4 Strikes to lose a Confession.
- Passive Vows now can broken once every turn rather than once per combat.
- |Friendship can now be inflicted any time in combat towards any entity for 1 Virtue, however bonuses to X |Friendship are disabled if they are an enemy.
- Gain 3 Strikes upon damaging an entity with |Friendship twice in a turn.
- For every time you gain max Strikes, gain |Fanatic +1
- Loyalty: For every Vow broken, lose 1 Max Core Aspects#Morale until next Camping#Long Rest. Gain the following as compensation:
- Stage 5 Boons:
- Gain 1 Buffer from losing a Confession.
- Recharges every Camping#Short Rest.
- Augments |Friendship
- Before getting hit, the attacker gains Status Tokens#Taunted 2 towards {X} for that turn
- Gain 1 Buffer from losing a Confession.
- Fanatic ^f921e2
- Mental token
- Fanatic Y
- +Status Tokens#Resonance (Y+1)
- +Status Tokens#Accuracy Y
- +(Y * 25)% Damage dealt
- -(Y * 10)% Damage taken (Max -30%)
- Status Tokens#Speed (Y/3)
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.
- Summon Stats
Stages
Stage 1
- Twin Up ^5648e1
- You may only choose one of these actions to occur once in your turn
- Past Echo ^eb693b
- The spirit will attempt to repeat your next non-basic Maneuver orCombat Basics#Movement action. Outcome is determined by your success.
- S: Repeat the last action you did and gain 1 Confession and 1 Virtue
- F: Lose 1 Confession.
- [Cooldown] 2 Turns
- The spirit will attempt to repeat your next non-basic Maneuver orCombat Basics#Movement action. Outcome is determined by your success.
- Past Echo ^eb693b
- For Spellcasting, your Phantom may only activate non channelled spells.
- Upon using said spells, also consume the Gameplay/Mechanics/Combat/Arcana/Spellcasting#Attunement cost of the spell.
- You may only choose one of these actions to occur once in your turn
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.
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
- 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.
- Tag In
- You may choose to allow your Phantom to gain a physical form while losing your own
- For 2 Virtues, gain (Stage/2) |Dissonance (Stage)
- Upon leaving |Dissonance, gain X Status Tokens#Exhaustion.
- For 2 Virtues, gain (Stage/2) |Dissonance (Stage)
- You may manually leave |Dissonance for 1 AP to not gain Status Tokens#Exhaustion.
- Dissonance ^77110d
- Mental Token
- X Dissonance Y
- Your Phantom's stats and morale pools are active during this instead of your own
- Cannot use |Manifest Spirit or Twin Up.
- -1X every turn
- You may choose to allow your Phantom to gain a physical form while losing your own
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
- For 2 Virtues, you and the spirit will do the same action independently. Outcome is determined by your success.
- Synchronised Present ^0ba43e
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
- Before you take a fatal hit, consume all remaining virtues to gain (Virtues consumed) |Dissonance (Stage)
- Soul 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
- If this is an Art:
- -1X per turn
- X Fate's Mark Y
Stages
Stage 1
- For every |Grace 5 you gain, gain 1 Virtue
- For every 3 Fate's Trials completed, gain 1 Confession.
- Sponsor
- For 1 Virtue, apply 1 |Fate's Mark +1 on a selected art/spell.
Stage 2
- When you have |Grace 3+, gain +1 |Life Cycle at the end of your turn
- When you complete a |Fate's Trials, you may choose to gain +1 |Life Cycle instead of |Grace
- If you have selected Martial Arts to be selected by |Fate's Mark, gain access to |At Point's End
- At Point's End ^20fe7b
- |Follow Up
- 1: 40% Weapon damage Body hit, reuse once for every |Life Cycle
- At max |Life Cycle final hit instead deals (|Life Cycle * 10)% Weapon Damage, gains +2 Penetration. Body Hit and always Crits
- Lose 1 Core Aspects#Morale, -(|Grace/2) and lose all |Life Cycle
- [Poise Only]
- [Use Condition] 2+ |Life Cycle and |Grace 5+
- [Poise Condition] 5 Turn CD
- At Point's End ^20fe7b
- If you have selected Spells to be selected by |Fate's Mark, gain access to |Beyond Life's Grasp
- Beyond Life's Grasp ^a88e7e
- Level 1 Spell
- -1 AP. Continuously strike an enemy within 4 tiles with lightning from above
- [TC] (30 + (|Life Cycle * 5) + (Stage * 10) + User Harness + (5 * SU, max 3)) DS vs Skills#Acrobatics.
- F: (30 + 20 * SU)% Lightning dmg, 80% Penetration
- Reuse effect above for every |Life Cycle
- At max |Life Cycle final hit does (30 + (20 * SU) + (|Life Cycle * 5))% lightning damage and 150% Penetration.
- Inflicts 3 Status Tokens#Shock (1 + |Life Cycle).
- Lose 1 Core Aspects#Morale, -(|Grace/2) and lose all |Life Cycle
- F: (30 + 20 * SU)% Lightning dmg, 80% Penetration
- [TC] (30 + (|Life Cycle * 5) + (Stage * 10) + User Harness + (5 * SU, max 3)) DS vs Skills#Acrobatics.
- Beyond Life's Grasp ^a88e7e
- Unlock |Fate's Trials 7-10.
- Revealing One's Face
- As a free action, you may choose to reveal an art/spell which has |Fate's Mark, if it is used successfully by the end of this turn, gain |Grace +1
- Life Cycle ^b70062
- Mental Token
- X Life Cycle
- Max X: 4
- Spent for modifiers.
Stage 3
- Increase max |Grace by 5
- Increase Max |Life Cycle by 1
- Increase |Fate's Mark Y applied by 1
- Completing |Fate's Trials now yields an additional |Grace +1
- Clock Out
- For 2 Breaks and 1 Confession disable your |Spirit Box for this turn and till the end of the next turn and set |Grace to |Grace 10.
- |Grace amount cannot be modified for the duration that |Spirit Box is inactive.
- |Life Cycle cannot be be increased for the duration |Spirit Box is inactive.
- For 2 Breaks and 1 Confession disable your |Spirit Box for this turn and till the end of the next turn and set |Grace to |Grace 10.
- Unlock |Fate's Trials 11-12.
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).
- Roll a D3 to choose one.
- At Max |Grace, you may choose to spend all of it to face one of three trials for bonuses.
- Increase Max |Life Cycle by 1
- Unlock |Fate's Trials 13-16.
Stage 5
- Increase max |Grace by 5
- Increase Max |Life Cycle by 1
- The first time you gain Max |Life Cycle, gain 1 Morale and heal 10% of Max HP
- Unlock |Fate's Trials 17-20.
- Add 2 more Trials to Grand Tribunal. Grand Tribunal now only needs half of your max |Grace.
- 4: Maintain 6 different Generic positive status tokens for 2 Turns.
- S: At the end of your turn, prevent 2 positive status tokens from losing any Count.
- 5: Gain and spend max |Life Cycle 3 times
- S: Arts/Spells with |Fate's Mark gain |Fate's Mark +5
- 4: Maintain 6 different Generic positive status tokens for 2 Turns.
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.
- Be Crafty: When a situation calls for it, attempt to create a makeshift tool or apparatus as a solution or lose a Confession.
- Add Manifestation to your Spellcasting#Arcane Schools
- When Facing an [AC] relevant to this Sub-Tenet, gain +(Rank * 5) modifier
- Play With Fire: When interacting with an entity that is a rival or opposed to you, roll a d6, if it lands on 6, you must antagonize them or lose a Confession.
- Add Conjuration to your Spellcasting#Arcane Schools
- When entering combat with the entity that you antagonized, they gain 1 Status Tokens#Taunted 3 towards you
- If an enemy is Status Tokens#Taunted towards you, they take +(Rank * 5)% damage from you
- Calm Breeze: Whenever an extreme or traumatic event occurs, roll a d4, if it lands on 4, you must ensure everyone allied with you including you not have an extreme reaction or lose a Confession.
- You are now a Half Martial.
- Choose between +1 to Proficiencies#Duelist Blades or Proficiencies#Hunter Melees
- Add +1 Proficiencies#Duelist Blades or Proficiencies#Hunter Melees to your Combat Proficiency upgrade
- For 1 AP, face a mental AC to gain Status Tokens#Poise
- [AC] (80 DS vs Skills#Dominance) + (Rank * 10)
- S: Gain 2 Status Tokens#Poise
- [AC] (80 DS vs Skills#Dominance) + (Rank * 10)
- Midnight Fog: When first interacting with a non allied entity, roll a D2, if it lands on 2, you must stay as discrete as possible with information or lose a Confession.
- Add Psychomancy to your Spellcasting#Arcane Schools
- General Mechanics#Investigate actions gain +(Rank * 5) Modifier
- Art of Deception: When failing non combat stealth / discrete action, you must talk your way out of the situation successfully or lose a Confession.
- Add Illusion to your Spellcasting#Arcane Schools
- When facing General Mechanics#Speech ACs relevant to when this Sub-Tenet would activate, gain +(Rank * 5) Modifier
- Master Planner: When making plans, you must have contingency plans for any possible situation, and you must not be unprepared or lose a Confession.
- Add Manipulation to your Spellcasting#Arcane Schools
- During the plans, you get +(Rank * 3) skill modifier
- Unselective Ignorance: Whenever someone asks for your help/support, roll a D6, if it rolls a 6, you must ignore their request or lose a Confession.
- Add Restoration to your Spellcasting#Arcane Schools
- When doing a request, gain +(Rank * 3) modifier to any AC associated with it
- Eye for Perfection: Your Rig Weight must be a multiple of 0.5 or lose a Confession.
- Add Enchantment to your Spellcasting#Arcane Schools
- You can drop items for as a free action
- Choose a single item and reduce its Rig Weight by (Rank * 0.5)
- Hot Headed: Whenever a dangerous event is occurring or about to occur, roll a D3, if it rolls a 3, you must be the first in line to deal with it and take action or lose a Confession.
- You are now a Half Martial.
- Choose between +1 to Proficiencies#Auxiliary Arts or Proficiencies#Marine Melees
- Add +1 Proficiencies#Auxiliary Arts or Proficiencies#Marine Melees to your Combat Proficiency upgrade
- After initiating 2 Clashes in a turn
- Gain (1 + Rank /2) Status Tokens#Poise
- Hand Trickery: When equipping items or weapons, roll a D6, if it rolls a 6, you must equip a different item / weapon or lose a Confession.
- Choose between +1 to Proficiencies#Marksman or Proficiencies#Sidearms
- Add +1 Proficiencies#Marksman or Proficiencies#Sidearms to your Combat Proficiency upgrade
- When hitting an enemy with a Bolt and a gun based damage type
- Gain (1 + Rank/2, rounded down) Status Tokens#Instinct
- For 4 Status Tokens#Instinct:
- Your next ranged gun attack gains Status Tokens#Enchant Arcane/Fire/Ice/Lightning
- Choose between +1 to Proficiencies#Marksman or Proficiencies#Sidearms
- Impure Body: At the end of a rest you must get up to 25% Toxicity by any possible means (If it was possible and you did not do it, lose a Confession).
- Gain 4 IP per rank
- Gain (1 + Rank / 2, rounded down) Overclocks
- Wraith Rites: At the end of a rest, your Wraith will demand some items to be obtained for later sacrifice by the next long rest If the items are not obtained, lose a Confession
- If the item is obtained:
- Gain 1 Virtue
- Gain one of the following buffs for the rest of the day
- Status Tokens#Flair +(1 + Rank / 2, rounded down)
- Status Tokens#Resilience +(2 + Rank)
- +(3 + Rank * 3) Status Tokens#Immuno
- If the item is obtained: