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City of Necromancers: Renewing Compacts & Treaties:Myrineth
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===Advanced Moves=== *'''Pact-Infused''' - When you ''declare a goal in the name of your pacts and embody their will in action'', if the Judge deems it a worthy goal your favor bonus becomes +2 per favor spent (instead of +1), until the goal is met or you become incapacitated. Then, roll +WIS or +CHA: '''on a 10+''', choose 1 from the list below; '''on a 7-9''', choose 2; '''on a 6-''', mark the ability used, and all 3 apply. **When the spirit leaves you, burn 1d6 ability points of the Judgeโs choice **As soon as you have 0 favor, the spirit leaves you and you fall unconscious **While the spirit is in you, you will not waver from your goal at any cost *'''Defender of Ancient Compacts''' - When you ''face a threat that would do harm to someone or something of value to your Pact'', you may spend favor to gain temporary armor for as long as the threat persists, at a cost of 1 favor per 1 point of armor. This armor blocks physical damage, as well as any damage from sources within or directly opposed to the domains governed by your pact. *'''Lucky Devil''' - When you '''Level Up,''' you heal 1d6 Luck instead of 1. Thank your devil patrons for their influence. *'''Necromancer''' - When you '''Perceive, on a 7+''' you sense any spirits of the dead in the vicinity in addition to the usual result, and may ask your questions directly of them. In addition, when you ''make any move against the dead or undead'', take +1. *'''Trade for Guidance''' - When you '''Commune, on a 7+''' you may ask the subject of your pact a question, and they will answer (by way of the Judge), in addition to the usual effect. They are likely to want something in exchange. *'''Wrath''' - When you ''deal damage to an enemy of your Pact'', you may spend favor before you roll damage to increase the result by +1 for each point of favor spent. *Still need to pick one more
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