Deceased knowledge (Static) - You may choose to set your power to eight, but reduce your health to two. You lose the ability to dodge, block, counter, or parry.
Haunting (Static) - You haunt a player, you may use their agility trait to roll for your dodge. This overrides Deceased knowledge.
Spirit ball (Eight Power, Once per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may take up to two power from them per turn at the cost of an action, with their consent.
---Tier 2 :
Deceased knowledge (Static) - You may choose to set your power to ten, your current health stays the same. You lose the ability to dodge, block, counter, or parry.
Spirit ball (Six Power, Once per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may take or give up to two power per turn at the cost of an action, with their consent.
---Tier 3 :
Haunting (Static) - You haunt a player, you may use their agility trait and a single bonus trait to roll for your dodge. This overrides Deceased knowledge.
Spirit ball (Four Power, Twice per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may fluidly exchange power between them both freely, with both player's consent.
--Malignant Spirit : Dodge
---Tier 1 :
Deceased knowledge (Static) - You may choose to set your power to eight, but reduce your health to two. You lose the ability to dodge, block, counter, or parry.
Haunting (Static) - You haunt a player, you may use their agility trait to roll for your dodge. This overrides Deceased knowledge.
Spirit ball (Eight Power, Once per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may take up to two power from them per turn at the cost of an action, with their consent.
---Tier 2 :
Deceased knowledge (Static) - You may choose to set your power to ten, your current health stays the same. You lose the ability to dodge, block, counter, or parry.
Spirit ball (Six Power, Once per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may take or give up to two power per turn at the cost of an action, with their consent.
---Tier 3 :
Haunting (Static) - You haunt a player, you may use their agility trait and a single bonus trait to roll for your dodge. This overrides Deceased knowledge.
Spirit ball (Four Power, Twice per scene) - You may make three basic attacks in succession.
Spiritual connection (Static) - If you are haunting a player, you may fluidly exchange power between them both freely, with both player's consent.