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Arcwarder is an [[Oaths|Oath]] focusing heavily on defense. Four of its passives are defensive, and the other two are mobility.
>"You vow to be a shield for your comrades, to wear your regalia with pride and serve the greater collective. From each according to their ability, to each according to their needs."
The Arc Suit is a defence orientated piece of semi-sentient armour that [[The Ignition Union]] bestows upon their most trusted. It fuses with the soul of those who swear the oath, allowing them to manifest it around them at will. Arcwarders are sworn to become a conduit of protection to their fellow Union mates and do whatever it takes to defend them. Notably, Arcwarders are the only people known to utilize Plasma in their attacks, likely from a result of the Flamecharm and Thundercall being combined within the suit.
Arc Suit: You manifest your semi-sentient Arc Suit around your body.
- **Type:** Combat Mantra
- **Activation:** Bonus Action
- **Duration:** 4 rounds
- **Cooldown:** 10 rounds
- **Ether Cost:** 4
- While Active:
- Gain **+10 Physical AC** (Blunt, Slash, Pierce only)
- Gain **+10 Fire & Lightning AC
- Gain **+10 Posture**
- Regain **+1 additional Posture per round**
- Unlock Arc Modules
Arc Wave: Release a wave of energy around you.
- **Type:** Combat Mantra
- **Activation: Action**
- **Ether:** 5
- **Cooldown:** 5 rounds
- 3d10 fire and 3d10 lightning damage in a 4.5 meter radius around you.
- If blocked, deals 4 posture damage.
- 10% Penetration
Arc Beam: Shoot out a laser from your eyes that explodes after a second.
* **Type:** Combat Mantra
* **Activation:** **Action**
* **Ether:** 6
* **Cooldown:** 4 rounds
* 4d8 fire and 4d8 lightning damage to an enemy within 9 meters.
* If blocked, deals 3 posture damage.
* 15% Penetration
1. Arc Module: Dash:
- When Arc Suit is active, your dodges become Jet dodges, doubling the range dashed from 3 -> 6 meters.
- After a successful Dodge, you may make one melee attack as part of the same Reaction.
2. Arc Module: Eject:
- When you would become staggered with Arc Suit active, you instead drop to 1 posture, and eject from your arcsuit without becoming staggered.
3. Arc Module: Guard:
- Blocking With your Arc Suit active negates all backstabs and allows you to block attacks from behind.
- You also take 25% less posture damage.
4. Arc Module: Leap:
- You can use high jump and long jump while standing still without triggering reactions. Your jump distance is also doubled.
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Dawnwalker is a heavily offensive [[Oaths|Oath]] based around high damage output.
>“You vow to forever reach towards the brilliant Light. There is no shadow that your radiance cannot expunge.”
This Oath utilizes the power of the Radiant Tones, a Verse of the Song that can reproduce Light, however, it is not the same Light that Lightkeepers use to illuminate the Voidsea to facilitate traversal between luminants. Lightkeepers are born with the ability to produce light, and are not "taught" how to use it. Dawnwalker's light is based on research into Lightkeeping but cannot illuminate the Voidsea. The Divers, instead of lighting a path through the Voidsea using the Light, use it to defend against The Depths itself.
1. Absolute Radiance: Passive
- Dealing damage with Dawnwalker [[Combat/Mantras]] briefly makes you immune to all elemental effects for a short period.
- Activates after doing any amount of damage with dawnwalker [[Combat/Mantras]], lasts 1 round with a 2 rounds cooldown on proc.
- While this is active, gain immunity to the following status effects: Burning, Chilled, Shocked, Suffocate, Blindness and Metal Rods.
- Does not clear any active elemental status effects, only prevents new ones from proccing.
2. Protagonist Syndrome: Passive
- The grasp of shadow is meaningless in the face of your blinding light. Your Dawnwalker [[Combat/Mantras]] deal critical damage after being hit by Shadowcast.
3. Luminous Flash: Passive
- After dealing 50 damage while in "Absolute Radiance", you empower your strikes with pure light. When activated, your strikes deal maximum dice damage and apply a 1 turn stun with every attack. This ability lasts 1 round and has a cooldown of 10 rounds.
4. Blinding Dawn: Active
* You spin rapidly to unleash powerful rays of light, dealing 2d12 radiant damage in a 4.5-meter cone Infront of yourself.
5. Radiant Kick: Active
* You teleport behind an opponent within 9 meters and kick them at the speed of light, dealing 4d10 Radiant damage and knock the target 6 meters away.
* If this attack hits, the target is also knocked prone.
6. Radiant Dawn:
- You strike down your foes with your blinding light, dealing 4d12 Radiant damage in a 6-meter Radius around you.
- This mantra is unparriable and Unblockable and will posturebreak anyone that attempts to do so.
- It also procs Absolute Radiance.
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It is a rather varied [[Oaths|Oath]], given that its purpose is to extend the capabilities of what would be considered a Pathfinder.
> "You vow to never be bound to any oath; to live your life free of restraint. If free will is an illusion, why not make it a convincing one?"
The Oathless swear a paradox: a vow to never be bound by vows. Though they claim freedom from creed, power, and doctrine, the truth is more unsettling, **Oathlessness itself is an oath**, a carefully constructed illusion of autonomy. Those who walk this path reject the chains of higher powers not by breaking them, but by pretending they were never offered.
* This Oath grants the player two extra Wildcard Mantra slots, 10 Health and 20% Oath Mantra AC.
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>“One may choose to live a warrior’s life without a resonance, but without an Oath? Impossible.”
>“An Oath is not always something you swear. Sometimes it is something you swallow, wear, reject, survive, or become. What matters is not the promise. What matters is that afterward, the Song no longer sings your name the same way.”
You can choose to take an Oath with a powerful patron.
“Oath” is a mortal word for a permanent metaphysical binding. It does not always mean a promise. In Lumen, people call them Oaths because the earliest known examples were actual vows to patrons. Over time, the term expanded to mean any irreversible change that binds your soul to a specific interpretation of the Song.
Some oaths, such as Oathless have no such drawbacks, however more powerful oaths like Starkindred or even Deepwoken require unrestricted loyalty to the Patron and his goals.
**1. Vow-Oaths** (Oaths of Word / Oaths of Patronage)
Actual promises to a patron, ideology, or entity.
Examples:
- Contractor - bound to the Ministry
- Dawnwalker - vow toward the Moonseye
These behave like traditional warlock-style oaths.
**2. Consumption-Oaths** (Oaths of Flesh)
You don’t promise anything. You incorporate something so powerful that your soul is rewritten.
Example:
- Starkindred consuming celestial matter: The “price” is not service, but contamination. You did not make a deal with the celestial. You made yourself partially celestial, and now the Song treats you differently.
**3. Instrument-Oaths** (Oaths of Instrument)
The object is the oath.
Example:
- Arcwarder’s suit: The Arc Suit fuses with the soul of the wearer, so the oath is not just political loyalty. The suit becomes a metaphysical interface between the user and the Song .
**4. Rejection-Oaths** (Oaths of Absence)
The oath is defined by refusal.
Examples:
- Oathless
- Silentheart
The Song does not care whether the statement is logical. It cares whether the soul is altered strongly enough to become recognizable.
Oaths require some sort of Prerequisites, differentiating with each Oath.