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Life

Hear the Whisperings of The Growth

Life players are well known for


finding loopholes. They live in the
messy, grey area where you're not
sure what's what.

Special Abilities Keywords


Unless it conflicts with their class, life players have Growth
the ability to heal (who or what they can heal is Domination
determined their class) with the Song of Life. Their Temptation
base healing pool can be found in the chart below. Health and Healing
Reference the Life player's level and hit dice, not those
of the target. The Song of Life refreshes on a long rest. Domain
Life
Level
0 to 4 Maxiumum possible roll on hit dice Antithesis
5 to 9 1.5* Maxiumum possible roll on hit dice Doom
10 to 14 2* Maxiumum possible roll on hit dice
15 to 19 2.5* Maxiumum possible roll on hit dice Suggested Moon
20 to 24 3* Maxiumum possible roll on hit dice Either
25 to 29 3.5* Maxiumum possible roll on hit dice
30+ 4* Maxiumum possible roll on hit dice Suggested Denizen
Godtier Tier healing+ 20 Hemera A Page of Life

Unless their class conflicts with it, most Life players have the ability to see and possibly manipulate thin, thread
within each living being that is a visual manifestation of its existence. The colors of this phenomenon often
creature its inside of. Important game objects, if they can be classified as 'living', have silver threads. Underlings
have black threads. Neutral beings and consorts have white threads.

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Gaea's Anthem
2 Solo II Hesperides' Reprise
3 Solo III Persephone's Aria
3 Life Fortitudissimo
3 Breath Aria Resuscitation
3 Mind Brainchild Composition
3 Rage Crucifixus
3 Heart Vitæ Cupidus
3 Blood Lament of the Cana Vena
3 Light Octet reborn
3 Time Da Capo Succession
3 Space Capriccio Vivente
3 Hope Immortal Serenade
3 Doom Dissonance of Iduna
3 Void Wan Waltz
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Page of Life

bly manipulate thin, thread-like tendrils of light


f this phenomenon often reflect something about the
e silver threads. Underlings and carapacians

e DM will then decide what exactly happens


Breath
Hear the Whisperings of The Breeze

Breath players tend to be passive or


apathetic. They are independent at
the cost of not caring much about
their relationships with others.

Special Abilities Keywords


Unless it conflicts with their class, Breath players Direction
have doubled speed once they reach level 10 or Freedom
go Godtier, whichever comes first. Flexibility
Intangiblity
Again, unless their class contradicts it, they have the
ability to Do the Windy Thing once per day, wherein Domain
they Become Wind. This state lasts for up to a minute Air and Purpose
or until concentration is broken. While in this state, they
cannot interact with anything physical, but they cannotAntithesis
be hit physical either. Psychic damage or damage that Blood
targets life still would hit. They move at half speed
until it's dropped. Suggested Moon
Prospit
Once they reach godtier, breath players have advantage
on all dexterity saving throws and checks. Suggested Denizen
Typheus A Sylph of Breath

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Feathercadence
2 Solo II Pneumatic Progression
3 Solo III Breathless Battaglia
3 Life Aria Resuscitation
3 Breath Ariel Array
3 Mind Telekinetic Wake
3 Rage Screaming Gale
3 Heart Eye of the Hurricane
3 Blood Crimson Sonata
3 Light Myxolidian Maelstrom
3 Time Ivories In The Fire
3 Space Fantasia's Inhale
3 Hope Winds of Change
3 Doom Tempest of Ruin
3 Void Notus' Nocturne
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
ylph of Breath

e DM will then decide what exactly happens


Mind
Hear the Whisperings of The Path

Mind players tend to hide much about


themselves while giving the
impression that they're open. They
are driven by logic to a fault.

Special Abilities Keywords


Mind players automatically have advantage on insight Karma
checks against another person, unless their class Indifference
conflicts with this. Stability
Disguise
Once per day after reaching Godtier, a Mind player
may seek Enlightenment. After 2 hours of meditation, Domain
the player will have a better idea of the path they Decisions and Thoughts
need to follow towards their main goal.
Antithesis
Heart

Suggested Moon
Prospit

Suggested Denizen
Epimetheus
A Mage of Mind

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Mental Dischord
2 Solo II Cognitive Consonance
3 Solo III Cartesian Cantabile
3 Life Brainchild Composition
3 Breath Telekinetic Wake
3 Mind Binaural Beatdown
3 Rage Telekinetic Crescendo
3 Heart Siren's Duet
3 Blood Flowing Calando
3 Light A Day to Remember
3 Time Tempo Alla Verdict
3 Space Anaximenean Allegro
3 Hope Sepulchritune
3 Doom Phrygian Melancholy
3 Void Alzheimer's Caesura
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Mage of Mind

e DM will then decide what exactly happens


Heart
Hear the Whisperings of The Soul

Heart players are driven by pure


emotion, even if they try to pretend
they're logical. They are passionate in
all things, even when it's unnecessary.

Special Abilities Keywords


Heart players, unless otherwise defined by their class, Emotion
can easily sway others. They have advantage on Empathy and Mercy
charisma checks and saves. Instinct
Essence of being
Unless their class conflicts with it, most Heart players
have the ability to see and possibly manipulate thin, Domain
thread-like tendrils of light within each living being that Souls
is a visual manifestation of its existence. The colors of
this phenomenon often reflects something about the Antithesis
creature its inside of. Important game objects, if they Mind
have a 'soul' or consciousness, have silver threads.
Underlings and carapacians have black threads. NeutrSuggested Moon
beings and consorts have white threads. Derse

After ascending to Godtier, once per week, a Heart Suggested Denizen


player may seek out the Blackest Heart. This ability Yaldabaoth A Thief of Heart
will point them in the direction of the most twisted
soul in a radius stretching over half the world. (Note:
twisted does not mean evil. Twisted means 'acting in a way they should not'. If a player is contradicting their cla
might be the most twisted. If they are being sensed by this ability, they are not far off from a Classpect Inversion

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Soul Rhythm
2 Solo II Cardiac Cadenza
3 Solo III Lover's Lullaby
3 Life Vitæ Cupidus
3 Breath Eye of the Hurricane
3 Mind Siren's Duet
3 Rage Serenade of an Angry Soul
3 Heart Drums of War
3 Blood Stop the Beat
3 Light Elucidated Essence
3 Time Skip A Beat
3 Space Cosmic Event Of A Vascular
3 Hope Courante of Being
3 Doom Cardiac Atonal
3 Void At Rest
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
hief of Heart

er is contradicting their class and aspect, they


from a Classpect Inversion.)

e DM will then decide what exactly happens


Light
Hear the Whisperings of The Stars

Light players are obsessed with


experiementation and gathering of
knowledge, even if it takes them into
dangerous territory.

Special Abilities Keywords


Unless their class says otherwise, Light players Knowledge
generally have better luck talking to scholars, nobles, Finality
and people whose professions rely on luck. For Clarity
any check about someone who fits that definition, they Attention
have advantage
Domain
Any class light player has the ability to Flare, which can Luck or Fate
be used to reroll any check, attack, or save at the cost
of one Flare slot. They reset with each long rest. Antithesis
Void
Level
0 to 9 1 Flare slot Suggested Moon
10 to 19 2 Flare slots Prospit
20 to 29 3 Flare slots
30+ 4 Flare slots Suggested Denizen
Godtier +2 Flare slots Cetus

Royalty, both on the moons and on the Lands, will


be more inclined to hear out a Light player because of their association with Importance. Whether this is a good
depends on their class.

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Apollo's Arrest
2 Solo II Kaleido Kickstarter
3 Solo III Symphony of Light
3 Life Octet reborn
3 Breath Myxolidian Maelstrom
3 Mind A Day to Remember
3 Rage Holographic Orchestration
3 Heart Elucidated Essence
3 Blood Bioluminescence
3 Light O Fortuna
3 Time Planck's Unison
3 Space Canon Definition
3 Hope Angelic Rhapsody
3 Doom Kugelblitz Cacophony
3 Void Ebony and Ivory
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Maid of Light

nce. Whether this is a good thing or bad thing

e DM will then decide what exactly happens


Blood
Hear the Whisperings of The Pulse

Blood players are the glue that holds


groups together, but they neglect their
own welfare. When they make a
promise, they keep it.

Special Abilities Keywords


Unless their class contradicts it, once per week, a Connection
Blood player may call upon Even in Death, an ability Responsibility
that allows them to sincerely promise to do something Dependence
and recieve the reward ahead of time. This will not Inflexibility
work for extremely large promises, but it should open
a few doors. They roll a d20+intelligence+charisma vs Domain
the DM's d20 Unity

Blood players are incredibly convincing and, if the Antithesis


difference in the rolls is less than half of their current Breath
level, they may reroll on charisma checks against
any creature not currently engaged in battle against Suggested Moon
them. Derse

If the time player goes back in time to fix a major Suggested Denizen
mistake, a Blood player might possibly remember Eleos A Witch of Blood
what happened. Roll a d20+constitution vs the DM's
3d8. If they beat it, they remember some small things.
If they beat it by a lot, they remember a lot. The blood player cannot know about this ability before they use it. S
roll a constitution check and go from there.

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Paint the Town Red
2 Solo II Sanguine Dirge
3 Solo III Crimson Lied
3 Life Lament of the Cana Vena
3 Breath Crimson Sonata
3 Mind Flowing Calando
3 Rage Carnage Chorale
3 Heart Stop the Beat
3 Blood Count's Lament
3 Light Bioluminescence
3 Time Motif in Vermillion
3 Space Redshift Finale
3 Hope Rising Rhapsody in Scarlet
3 Doom Aria of the End
3 Void Daemonic Cantata
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Witch of Blood

ability before they use it. Simply ask them to

e DM will then decide what exactly happens


Time
Hear the Whisperings of The Beat

Time players fall into patterns of


behavior that they find it hard to
break out of, even if they're
distructive. They are often self-
distructive

Special Abilities Keywords


Early-ish in the game, the Time player will recieve Mechanics
a time machine of some sort, related to the musical Entropy
hobby they picked. They then must find a way to go Ambiguity
back in time and set in motion the events that lead Instability
up to them finding it, otherwise a paradox will be
created and they will Doom the timeline. Domain
This time machine has limited plot-changing abilities Time and The Timeline
until they reach Godtier.
Antithesis
Once they reach Godtier, they have the ability to Space
create Sburban Reversals, essentially save points that
they can rewind the timeline back to in the event of Suggested Moon
a major mistake. They can only create one of them Derse
at a time. The creation of a new one destroys the old
one. They take 8 hours of intense concentration (dc 18 Suggested Denizen
int check to start), but your teammates may assist you Hephaestus A Seer of Time
using their powers. (They must describe what they are
doing, give the proper statement, and make a roll with
a DC determined by how well it fits their classpect. If they succeed, the dc of the Sburban Reversal is reduc
increased by 2.)

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Double Double Tap
2 Solo II Assai Allargando
3 Solo III Eternal Sonata
3 Life Da Capo Succession
3 Breath Ivories In The Fire
3 Mind Tempo Alla Verdict
3 Rage Murder by Midnight
3 Heart Skip A Beat
3 Blood Motif in Vermillion
3 Light Planck's Unison
3 Time Wibbly-Wobbly Tango
3 Space Adagio Redshift
3 Hope Rapture
3 Doom Entropic Rondo
3 Void Existence Polyphonic
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Seer of Time

Sburban Reversal is reduced by 2. If they fail, it's

e DM will then decide what exactly happens


Space
Hear the Whisperings of The World

Space players are multifacited and


these facets sometimes don't seem to
go together. They are often secretly
self-loathing and set in their ways.

Special Abilities Keywords


Space players have an innate understanding of the Creation
layout of the land, and as such get free access to maps Physics
of all locations they've already been. Randomness
Precision
Unless their class overwrites it, Space players have the
ability to cause a Negative Aperture, which allows them Domain
to teleport short distances by crushing the space Physical existence
between them and their desired location into the space
of a single step. They have to either be able to see their Antithesis
desired location or know it in great detail. They may Time
bring bring one person with them (succeed in a dc10
strength check for anyone their size or smaller, dc15 Suggested Moon
for anyone signifigantly larger than them), but it cuts Prospit
their distance by half. Negative Aperture is not a
fraymotif, but using it does use one fraymotif slot. Suggested Denizen
Echidna
Pre Godtier Godtier
Level Level
0 to 4 10 ft/ 3 m 0 to 4 100 ft/ 30 m
5 to 9 20 ft/ 6 m 5 to 9 200 ft/ 60 m
10 to 14 30 ft/ 9 m 10 to 14 300 ft/ 90 m
15 to 19 40 ft/ 12 m 15 to 19 400 ft/ 120 m
20 to 24 50 ft/ 15 m 20 to 24 500 ft/ 150 m
25 to 29 60 ft/ 18 m 25 to 29 600 ft/ 180 m
30 to 35 70 ft/ 21 m 30 to 35 700 ft/ 210 m

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Spatial Shredding Solo
2 Solo II Starry Sonata
3 Solo III Song of Summoning
3 Life Capriccio Vivente
3 Breath Fantasia's Inhale
3 Mind Anaximenean Allegro
3 Rage Killer Cambiare
3 Heart Cosmic Event Of A Vascular
3 Blood Redshift Finale
3 Light Canon Definition
3 Time Adagio Redshift
3 Space Dimension Incomprehensible
3 Hope Battle Hymn of the Green Su
3 Doom Horrorterror Homophny
3 Void Furioso in Rest
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Knight of Space

e DM will then decide what exactly happens


Hope
Hear the Whisperings of The Strife

Hope players tend to be incredibly


naieve. They have an unstoppable
force of will but an unrealistic
worldview.

Special Abilities Keywords


Hope players, because of their association with Hope and Hopelessness
rejection, may choose to have advantage on one Euphoria
type of save and check per day, the number of uses of Irrationality
which is determined by their level and whether or not Nobility
they're Godtier.
Domain
Pre Godtier Rejection and Acceptance
Level
0 to 9 1 use Antithesis
10 to 19 2 uses Rage
20 to 29 3 uses
30+ 4 uses Suggested Moon
Godtier +2 uses Derse

Unless said otherwise by their class, Hope players Suggested Denizen


have the ability to use Hope Remains, which gives Abraxas
teammates certain buffs. See the chart below for
the specifics of the buffs. The uses reset on a long
rest or at the cost of 3 fraymotif slots. At the end of each long rest, a Hope player must choose whether to give a
buffs. You cannot use both at the same time.

HP Buffs
HP recieved through this are non-refreshable and expire on a long rest or when the Hope player that provi
It CAN stack with other health increasing abilities, but it cannot stack with itself. Using it again while the e
does nothing. Once they have all been expended, however, it can be re-applied.
Pre Godtier Godtier
Level Uses Level Uses
0 to 9 +d4 HP 2 0 to 9 +d6 HP 3
10 to 19 +d6 HP 3 10 to 19 +d8 HP 4
20 to 29 +d8 HP 4 20 to 29 +d10 HP 5
30+ +d10 HP 5 30+ +d12 HP 6
Attack Buffs
Pre Godtier Godtier
Level Uses Level
0 to 9 +d4 to attack, damage, or saves 3 0 to 9 +d6 to attack, damage, or saves
10 to 19 +d6 to attack, damage, or saves 3 10 to 19 +d8 to attack, damage, or saves
20 to 29 +d6 to attack, damage, or saves 4 20 to 29 +d8 to attack, damage, or saves
30+ +d8 to attack, damage, or saves 4 30+ +d10 to attack, damage, or saves

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Divine Allargando
2 Solo II Seraphic Anthem
3 Solo III Reverie Refrain
3 Life Immortal Serenade
3 Breath Winds of Change
3 Mind Sepulchritune
3 Rage Phoenixsong
3 Heart Courante of Being
3 Blood Rising Rhapsody in Scarlet
3 Light Angelic Rhapsody
3 Time Rapture
3 Space Battle Hymn of the Green Su
3 Hope Elpis' Rhythm
3 Doom The Final Act
3 Void Desprate Anthem
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
An Heir of Hope

ust choose whether to give attack buffs or health

n the Hope player that provided it resets the ability.


lf. Using it again while the extra HP are still present
Uses
damage, or saves 3
damage, or saves 3
damage, or saves 4
k, damage, or saves 4

he DM will then decide what exactly happens


Rage
Hear the Whisperings of The Wrath

Rage players tend to be forceful and


controling. They take what they want,
though methods vary.

Special Abilities Keywords


Unless contradicted by their class, Rage players have Defiance
a berserker mode. Once per week, when something Madness
drives them to the edge of madness or to a point of Passion
extreme anger, they go into Aggrievance, where all Hate or Fear
of their attacks have an extra d8 damage and they take
half damage from any physical weapon (i.e. not acid, Domain
poison, psychic, etc.) Singularity

They have advantage on insight and charisma checksAntithesis


and saves against an enemy currently feeling what the Hope
DM designates as a Negative Emotion.
Suggested Moon
Mind altering substances give them disadvantage on Prospit
attack rolls but an extra d12 damage.
Suggested Denizen
Menoetius A Rogue of Rage

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Allaggressimo
2 Solo II Furioso
3 Solo III Velocissimo
3 Life Crucifixus
3 Breath Screaming Gale
3 Mind Telekinetic Crescendo
3 Rage Murder Mode Mantra
3 Heart Serenade of an Angry Soul
3 Blood Carnage Chorale
3 Light Holographic Orchestration
3 Time Murder by Midnight
3 Space Killer Cambiare
3 Hope Phoenixsong
3 Doom Rancorous Nocturne
3 Void Rococchorror
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Rogue of Rage

e DM will then decide what exactly happens


Doom
Hear the Whisperings of The Blight

Doom players are usually pessimistic


and bitter but also believing that they
know best in any given situation. They
sometimes have a theme of Duality.

Special Abilities Keywords


Unless contradicted by their class, Doom players have Rules
the ability to seek the Voices of the Dead. The recently Destruction
deceased (which is defined at the DM's discretion) (Self) Sacrifice
are willing to speak with the Doom player, but every Futility
statement or question from the player must beat a dc15
charisma roll. In the event of a failure, the spirit will Domain
begin to fade. After three fails, the spirit disappears Death and Decay
for good.
Antithesis
Doom players, unless their class decription disalows it, Life
also have the ability Clockbreaker. This allows them to
revive a Godtier player who has died a just or heroic Suggested Moon
death. It costs 8 fraymotif slots, reduces the Doom Either
player to one health, and the Doom player must be
Godtier at the time of revival. It can be put into effect fSuggested Denizen
up to an hour after the death and takes 8 hours of Eulabeia
intense concentration on the part of the Doom player.
The player it's being cast on revives at one health
after the 8 hours have passed.

Doom players, because of their association with death, automatically have advantage on death saving throws.

Doom players cannot be healed by life players and instead must rely on healing items.

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Mortal Sonata
2 Solo II The Note Desolation Plays
3 Solo III Guillotine Gavotte
3 Life Dissonance of Iduna
3 Breath Tempest of Ruin
3 Mind Phrygian Melancholy
3 Rage Rancorous Nocturne
3 Heart Cardiac Atonal
3 Blood Aria of the End
3 Light Kugelblitz Cacophony
3 Time Entropic Rondo
3 Space Horrorterror Homophny
3 Hope The Final Act
3 Doom Death Waltz
3 Void Apocalyptic Orchestration
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Prince of Doom

on death saving throws.

e DM will then decide what exactly happens


Void
Hear the Whisperings of The Null

Void players keep some sort of barrier


between themself and the the world.
They are reluctant to face the truth
but cannot be strong until they do.

Special Abilities Keywords


Void players may nullify the abilities of Space players Ignorance
if they are within a short distance (which is defined by Infinity
the DM's discretion) and their classes align in a way Hiding
that such an ability would make sense. Obscurity

Void players have the ability to nullify a fraymotif Domain


used by another player, but only as an action and at The essence of nonexistence
the cost of one of their own fraymotif slots. In order
for it to work, the Void player must beat the other Antithesis
player on a constitution roll or the other player must Light
allow it. If the other player allows it, there is no check.
Suggested Moon
Unless contradicted by their class, Void players have Derse
the ability Umbral Shadow. This ability lets the Void
player hide from enemies as long as they have a placeSuggested Denizen
that offers partial cover. While this ability is activated, Nix
enemies will not notice Void players or attack them
until they succeed on a dc12 perception roll or until
the Void player attacks them. After Godtier, the dc required to detect them becomes dc15 and, at the cost of a fr
player may increase the dc to dc 17

Fraymotifs A player must give a statement and say what tier they want to use. The DM will then decide wha
tier Partner Name Notes
1 Solo I Missing Notes
2 Solo II Grand Pause
3 Solo III Noumenon Reverberation
3 Life Wan Waltz
3 Breath Notus' Nocturne
3 Mind Alzheimer's Caesura
3 Rage Rococchorror
3 Heart At Rest
3 Blood Daemonic Cantata
3 Light Ebony and Ivory
3 Time Existence Polyphonic
3 Space Furioso in Rest
3 Hope Desprate Anthem
3 Doom Apocalyptic Orchestration
3 Void Silence
*Fraymotif slots refresh on a long rest
*Both the players must have the fraymotif for a combo
*Use of a fraymotif requires using a number of motif slots equal to its level
*Fraymotifs can only be used once per strife each
A Bard of Void

dc15 and, at the cost of a fraymotif slot, the

e DM will then decide what exactly happens


life 7 Life players are well known for finding loopholes. They live in the messy, grey a
Keywords 1 Breath players tend to be passive or apathetic. They are independent at the cos
Growth 2 Mind players tend to hide much about themselves while giving the impression
Domination 10 Heart players are driven by pure emotion, even if they try to pretend they're lo
Temptation 9 Light players are obsessed with experiementation and gathering of knowledge
Health and Healing 11 Blood players are the glue that holds groups together, but they neglect their ow
Domain 8 Time players fall into patterns of behavior that they find it hard to break out of
Life 5 Space players are multifacited and these facets sometimes don't seem to go tog
6 Hope players tend to be incredibly naieve. They have an unstoppable force of w
Breath 12 Rage players tend to be overly optimistic, but they are self-deciving. They fear t
Keywords 4 Doom players are usually pessimistic and bitter but also believing that they kn
Direction 3 Void players keep some sort of barrier between themself and the the world. Th
Freedom
Flexibility X players are well known for finding loopholes. They live in the messy, grey are
Intangiblity X players tend to be passive or apathetic. They are independent at the cost of n
Domain X players tend to hide much about themselves while giving the impression that
Air and Purpose X players are driven by pure emotion, even if they try to pretend they're logical
X players are obsessed with experiementation and gathering of knowledge, eve
Mind X players are the glue that holds groups together, but they neglect their own w
Keywords X players fall into patterns of behavior that they find it hard to break out of, eve
Karma X players are multifacited and these facets sometimes don't seem to go togethe
Indifference X players tend to be incredibly naieve. They have an unstoppable force of will b
Stability X players tend to be overly optimistic, but they are self-deciving. They fear that
Disguise X players are usually pessimistic and bitter but also believing that they know b
Domain X players keep some sort of barrier between themself and the the world. They
Decisions and Thoughts

Rage
Keywords
Defiance
Madness
Passion
Hate or Fear
Domain
Singularity

Heart
Keywords
Emotion
Empathy and Mercy
Instinct
Essence of being
Domain
Souls

Light
Keywords
Knowledge
Finality
Clarity
Attention
Domain
Luck or Fate

Blood
Keywords
Connection
Responsibility
Dependence
Inflexibility
Domain
Unity

Time
Keywords
Mechanics
Entropy
Ambiguity
Instability
Domain
Time and The Timeline

Space
Keywords
Creation
Physics
Randomness
Precision
Domain
Physical existence

Hope
Keywords
Hope and Hopelessness
Euphoria
Irrationality
Nobility
Domain
Rejection and Acceptance

Doom
Keywords
Rules
Destruction
(Self) Sacrifice
Futility
Domain
Death and Decay

Void
Keywords
Ignorance
Infinity
Hiding
Obscurity
Domain
The essence of nonexistence
nown for finding loopholes. They live in the messy, grey area where you're not sure what's what.
be passive or apathetic. They are independent at the cost of not caring much about their relationships with others.
ide much about themselves while giving the impression that they're open. They are driven by logic to a fault.
en by pure emotion, even if they try to pretend they're logical. They are passionate in all things, even when it's unnecessary.
ssed with experiementation and gathering of knowledge, even if it takes them into dangerous territory.
glue that holds groups together, but they neglect their own welfare. When they make a promise, they keep it.
patterns of behavior that they find it hard to break out of, even if they're distructive. They are often self-distructive
tifacited and these facets sometimes don't seem to go together. They are often secretly self-loathing and set in their ways.
be incredibly naieve. They have an unstoppable force of will but an unrealistic worldview.
e overly optimistic, but they are self-deciving. They fear that the worst will happen, even if they don't voice it.
ally pessimistic and bitter but also believing that they know best in any given situation. They sometimes have a theme of Duality.
me sort of barrier between themself and the the world. They are reluctant to face the truth but cannot be strong until they do.

wn for finding loopholes. They live in the messy, grey area where you're not sure what's what.
assive or apathetic. They are independent at the cost of not caring much about their relationships with others.
much about themselves while giving the impression that they're open. They are driven by logic to a fault.
y pure emotion, even if they try to pretend they're logical. They are passionate in all things, even when it's unnecessary.
d with experiementation and gathering of knowledge, even if it takes them into dangerous territory.
that holds groups together, but they neglect their own welfare. When they make a promise, they keep it.
erns of behavior that they find it hard to break out of, even if they're distructive. They are often self-distructive
ted and these facets sometimes don't seem to go together. They are often secretly self-loathing and set in their ways.
credibly naieve. They have an unstoppable force of will but an unrealistic worldview.
verly optimistic, but they are self-deciving. They fear that the worst will happen, even if they don't voice it.
pessimistic and bitter but also believing that they know best in any given situation. They sometimes have a theme of Duality.
ort of barrier between themself and the the world. They are reluctant to face the truth but cannot be strong until they do.
not sure what's what.
ch about their relationships with others.
They are driven by logic to a fault.
ssionate in all things, even when it's unnecessary.
em into dangerous territory.
hey make a promise, they keep it.
structive. They are often self-distructive
ten secretly self-loathing and set in their ways.
tic worldview.
happen, even if they don't voice it.
en situation. They sometimes have a theme of Duality.
o face the truth but cannot be strong until they do.

ot sure what's what.


out their relationships with others.
y are driven by logic to a fault.
ate in all things, even when it's unnecessary.
into dangerous territory.
make a promise, they keep it.
ctive. They are often self-distructive
ecretly self-loathing and set in their ways.

ppen, even if they don't voice it.


tuation. They sometimes have a theme of Duality.
ce the truth but cannot be strong until they do.

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