Wraith icon

Chaya Subclass

Wraith

On the street, they might seem like any other individual. In reality, Wraiths are changed by the Nanites. They wield the elusive power of the Chaya, driven by the technology that enhances them.

History

Since the founding of the Chaya, countless Disciples have pursued mastery over the Aehterium (Aeht), the primal force that flows through all things. Yet many failed to achieve the Channeler's Unity, and as these ex-Disciples scattered, fragments of Aeht knowledge spread beyond the dedicated schools and into the wider world.

During the Reunification, as City-States emerged, some of these secrets reached corporate boardrooms. Executives saw potential. They saw power. Why should such abilities remain locked behind spiritual harmony or grueling primal rites? Science could replicate Aeht's effects, and improve upon them.

Under Project Haakanoshi, Xue Industries quietly recruited ex-Disciples—those who could touch Aeht but failed to complete their training. The goal: study how Aeht interacted with mortal bodies and create breakthroughs in medical technology.

On the verge of failure, Xue scientists were able to merge nanotechnology with stabilized Aeht, seeding a user's body with adaptive nanites that fused to their nervous system, allowing them to wield Aeht without any training. Those injected displayed extraordinary healing abilities but additionally developed enhanced speed, perception, and reflexes. Some executives saw military application.

As faceless boardroom executives saw more profit in war over medicine, the original Project Haakanoshi was scrapped, test subjects terminated, and the program moved to black sites to create customizable soldiers for a new world order. These soldiers would come to be known as Wraiths—a clandestine lifeblood of espionage and corporate intrigue.

Subclass Breakdown

Wraiths stand at the bleeding edge of corporate warfare. Their bodies enhanced by Haakanoshi Nanites, they move faster and react quicker than any other individual. Their Aeht is artificially overpowered—strong but unpredictable.

Base Class

Chaya

Core Ability

Agility / Cognition

Aptitude Dice

d6

MAB

6

Additional Aptitude

Hacking Toolkit, +1 Program Crafting, one Skill or Toolkit

The Haakanoshi Nanites

Charge Points

Total: 10 + your Level + Reflex Modifier

Short Rest: regain half (rounded up). Long Rest: fully restore.

Charge Dice

Starts at 1d6. Deals the Damage Type of your equipped weapon unless stated otherwise.

Wraith Focus Roll

1d20 + MAB. Used for subclass abilities that are not direct attacks.

Key Mechanics

Profile Activation

AP: 1 | QA/R | 2 Charge Points. Duration: 3 Rounds. One Profile at a time. Activating a new Profile ends the previous one.

Overclocking: Extend Duration by spending 1 AP per additional Round. Each Overclock inflicts 1 Level of Exhaustion.

Nanite Sync

Passive: While wearing Light armor, your Haakanoshi Nanites add your MAB to your armor's THP.

Program Crafting Material can be obtained through purchasing or Data Mining using the Hacking Toolkit.

Martial Amplification

When an ability deals damage using your Subclass Dice, you can spend Subclass Points to add +1 Subclass Die to the damage roll per Point spent.

4

Core Subclass Feats

At level 4, choose two of the following Core Feats. You gain the remaining Feats automatically at level 5.

Phantom Guide

AP: 1 | RCore Synergy

You may grant an ally you can see +2 to their Attack Roll.

Accelerant

ProfileProfile

Your Haakanoshi hypercharges your nervous system, flooding your reflex arcs with raw Aeht. While active: Gain +1 AP per Round. +2 to all Reflex Defense Rolls. Double your Movement Speed. Deals +1 Charge Dice of damage on Weapon Attacks.

Warp Dance | AP: 1 | QA/R | 1 Charge Point — While Accelerant is active, move up to an extra 6 m to an Unoccupied Space you can see. Ignores Reactions. If you end in Dim Light or behind Cover, you become Hidden.

Haakanoshi Program Integration

See belowPrograms

The Haakanoshi runs advanced Programs—modular code designed for infiltration, sabotage, and battlefield disruption. Haakanoshi Programs are run within your own body, enhancing your nanites. At level 4 choose one from the following:

Weakness Exploit

2 CP | 2 Rds

+2 to Rolls against target; on hit, creatures with Armor THP take half damage to HP.

Phantom

2 CP | 1 Hr

Run/Withdrawal for 1 AP; add Charge Dice to Thievery, Stealth, Stamina, Survival, Parkour, or Stunts.

Nanite Self Repair

AP: 1 | QA | 1 CP

Duration: 3 Rounds. At the start of each Round, repair 1 Charge Dice of HP.

At level 4, you may also choose one Specialized Character Refinement (SCR).

5

High Tech Aehterium

All remaining Core Subclass Feats you did not select at level 4. +1 in any Ability Score of your choice.

6

Adept Path Choice

Choose your Adept Path—a specialization that reflects how you wield your power in its purest form. Your path grants abilities at levels 6, 8, and 10.

Path of the Chameleon

Originally developed by Apex Corp for stealth operatives, the Chameleon Profile manipulates Aeht to dynamically mimic your surroundings, making you a ghost in broad daylight.

Passive: +1 to Agility-based Skill Checks. You do not trigger pressure plates, motion detectors, or proximity sensors while Hidden.

Chameleon

Profile

While active: Gain Aptitude in Stealth (or +2 if already Apt). You may move up to half your Movement Speed while Hidden without breaking Stealth.

Active Camo | AP: 2 | CA | 2 Charge Points — Duration: Until you attack or take a hostile Action. While Chameleon is active you cannot be targeted unless a creature makes a successful Awareness Skill Check against your Wraith Focus.

Level 8

Sleeper Hold

AP: 1 | QA/R | 1 Charge Point

Range: 3 m. While using Active Camo, target a creature no more than one size larger within Range and make a Contested Grapple Check. On success: the target becomes Incapacitated for 2 Rounds. You remain Hidden until the end of your next Turn or until you take a hostile Action.

Level 10

Camo Shell

AP: 1 | R | 2 Charge Points

Range: Self | Radius: 3 m. When you or an ally within Radius is targeted by an Attack you may roll a Wraith Focus Check instead of a Defense Roll. On success, the Attack misses and the target of the attack becomes Hidden until the end of their next Turn or until they take a hostile Action.

Path of the Combat Matrix

Developed by Taq Corporation from stolen black-market code, the Combat Matrix integrates Aeht with the Haakanoshi on a molecular level—turning you into a combat operating system.

Passive: You can run one Haakanoshi Program that does not count towards your Program limit. You can roll a Wraith Focus for Tech Synchronization Rolls.

Combat Subroutine Library

2 Charge PointsProgram

Duration: 3 Rounds. Upload one subroutine: Weapon Sync (+2 to Attack Rolls with one weapon type), Reflex Boost (+2 to Reflex Defense Rolls), or Target Lock (first hit each Round deals +1 Charge Dice). One subroutine active at a time; swap for 1 AP.

Level 8

Tactical Awareness

4 Charge PointsProgram

Duration: 3 Rounds. Range: 10 m. Gain +2 to Awareness Skill Checks and Will Defense Rolls. +3 against Attacks of Opportunity. If a hostile creature moves within Range, you may move half your Speed as a Reaction.

Level 10

Muscle Memory Override

4 Charge PointsProgram

Duration: 3 Rounds. Combat subroutines take full control. Re-roll missed attack once per Round. Take Quick Actions off Turn and Reactions during your Turn. +2 against being Restrained or Grappled.

Path of the Outrunner

Developed by Xue Industries, this Profile reroutes Aeht into your oxygen-carrying cells, saturating your bloodstream and enhancing agility, muscular elasticity, and spatial orientation. The result? Parkour as a combat language.

Passive: Gain Aptitude with Stunt and Parkour Skills. If already Apt, gain +2 to their Rolls.

Outrunner

Profile

While active: +5 Speed. +3 Vertical Jump Distance. Run up vertical surfaces at half Movement Speed. If you run out of Movement or end your Turn on a wall, you fall. You cannot be Grappled or Restrained while moving on a vertical surface.

Sneak Attack | AP: 1 | R | 2 Charge Points — Range: 3 m. While Outrunner is active and a hostile creature moves within Range, make an Opportunity Attack. Doubles Height Advantage bonus. On hit: +1 Charge Dice damage and Confused Condition.

Level 8

Sticky Parkour

Passive

While Outrunner is active, you may now end your Turn or Movement on a vertical surface without falling. Dodge costs 1 AP. Withdraw costs 2 AP.

Level 10

Edge-Lord

AP: 2 | CA | 4 Charge Points

Duration: Outrunner Profile. While Outrunner is active: Use a Parkour Skill Check in place of an Attack or Defense Roll. Use Stunts Skill for the Shove Action. Height Advantage: If you are at least 5 m above the target when attacking, gain +4 to your Attack Roll.

7/9

Adept Bracket Pool

At levels 7 and 9, select one Feat from the Adept Bracket Pool. Each may be selected only once.

Defense & Offensive Feats

Adaptive Reflex Tuner

Passive

When you succeed on a Reflex Defense Roll, gain +1 to next Reflex Defense Roll and +1 m Movement Speed until end of your next Turn.

Black Rose Gambit

AP: 1 | R | 2 Charge Points

Range: 10 m. When an ally targets a creature in Range, make a Wraith Focus Check against the target’s Defense Roll. If your result is higher, your ally’s attack automatically hits.

Silent Specialist

Passive

When using a weapon with a Silencer, gain +2 to Attack Rolls.

Slip Away

AP: 1 | R | 1 Charge Point

Range: 5 m. When a creature within Range detects you while Hidden, force them to re-roll their Skill Check.

Warp Dancing for Two

AP: 1 | R | 1 Charge PointAccelerant

Range: 3 m. While Accelerant Profile is active, if you are Hidden and an ally within Range is targeted by an Attack, move to your ally’s side then move both to your original position. Ignores Reactions, does not break Hidden, forces the Attacker to reroll.

Wetware Purge

AP: 1 | QA/R | 2 Charge Points

Instantly reboot all attached Cyberware. Purges active Programs, cancels hacking effects, and restores any system disabled by an EMP.

Haakanoshi Profiles & Programs

Downloaded Knowledge

4 Charge PointsProgram

Duration: 1 hour. Gain Aptitude in four Skills and one Toolkit. You can also know up to two Modern or Ancient Languages.

Hyper Awareness

2 Charge PointsProgram

Duration: 1 hour. Add +4 to Awareness and Insight Skill Checks and you cannot be Surprised.

I Know Kung Fu

ProfileProfile

While active: +2 to Stunt Skill Checks. +1 to Defense Rolls against Conditions and Effects. Gain Actions via Contested Stunt Skill Check: Clothesline (AP: 2 | CA — Pushed 3 m and Stunned), Sweep Kick (AP: 1 | QA — Knock Prone), Throat Strike (AP: 2 | CA — Silenced 2 Rounds).

Robyn Hood

5 Charge PointsProgram

Duration: 5 Rounds. While wielding a Bow: Rapid Nock (AP: 2 | CA — two Ranged Attacks against a single target), Quick Shot (AP: 1 | R — Opportunity Attack against a creature that moves out of your Bow’s Range).

Utility Feats

Adept Charge Dice Upgrade

Passive

Your Charge Dice increases to 1d8. Gain +1 to Wraith Focus Rolls.

Haakanoshi Wetware Adapter

Passive

Your Reflex Chrome Capacity increases by +2.

Thieving v1.0

Passive

Gain Aptitude in the Thieving Skill. When making Thieving Skill Checks, you may add your MAB instead of rolling Aptitude Dice.

Wraith Toxicants v1.0

Passive

Gain Aptitude with the Herbalist Toolkit. When crafting Toxicants: Herbalist Crafting DCs are halved (minimum 1). Resource/Credit cost is halved.

10

Core Feat Upgrades

At level 10, the following upgrades enhance your foundational subclass abilities from levels 4–5.

Phantom Guide Upgrade

Passive

The ally now gains +3 to their next Attack Roll.

Accelerant Profile Upgrades

Passive

AP increased to +2 each Round. Reflex Defense Rolls increased to +4. When using a Core Action to attack you may now make 2 Attack Rolls with the same weapon.

Warp Dance Upgrade

Passive

You may move through creatures if there is an Unoccupied Space on the other side. If you end Movement behind a creature (within 1 m and out of Line-Of-Sight), gain +2 on your next Attack Roll against them this Turn.

Phantom Upgrades

Passive

You automatically become Hidden at the end of your Movement if you end it in Cover or Dim Light. You may re-roll any failed Stealth or Dishonesty Skill Check once per Round while Phantom is active.

Haakanoshi Multi-Profile Tuner

Passive

You can now run two Profiles simultaneously gaining all passives and access to Feats from both Profiles.

Haakanoshi Program Integration

Passive

You may now have +1 additional Program active at a time.

11

Path to Mastery

At level 11, you receive a Master Synergy and choose your Master Path. You will gain additional abilities at levels 13 and 15.

There Was Room on the Door

AP: 1 | RMaster Synergy

Range: 2 m. While you are Hidden you can pull an ally within Range into your hiding spot. They benefit from your Stealth Skill Check and do not need to make their own.

Path of the Eclipsed Specter

Apex Corp’s Eclipsed Specter Profile is a retooled relic—an upgraded survival program salvaged from pre-Sundering War military ghost-ops, modernized with Haakanoshi overlays and Aeht-based evasion subroutines.

Passive: Whenever you successfully Escape a Grapple or Restrained effect, regain 1 AP.

Eclipsed Specter

Profile

While active and Hidden: You do not need to re-roll Stealth when you move. You may Run as a Free Action once per Round. Hostile creatures cannot attempt to detect you with Skill Checks unless within 1 m. Your first hostile Action each Round does not break Hidden.

Haunting | AP: 1 | QA/R | 2 Charge Points — Duration: Eclipsed Specter Profile. Range: 15 m. Force a hostile creature to make a Will Defense Roll against your Wraith Focus. On failure, +1 to Attack Rolls and +1 Charge Dice against them. Attacking this Target does not break Hidden.

Level 13

Escape Artist

AP: 1 | R | 3 Charge Points

While Eclipsed Specter is active, when an Action, Condition, or Effect keeps you from moving: Automatically Escape. Gain +5 m Speed until end of your Turn. You do not provoke Attacks of Opportunity for this additional movement.

Level 15

Ghost Maker

2 Charge PointsProgram

When you Incapacitate a hostile creature or drop them to 0 HP, and they have a Neural Link or similar technology, you can steal their identity and all information currently stored on their Neural Link.

Path of the Electric Frenzy

An aggressive Profile developed by Xue Industries, Electric Frenzy polarizes your body’s natural electrical field. Your Haakanoshi uses this volatile charge to override safety protocols, converting raw pain into speed and damage.

Passive: Gain Resistance to Electrical Damage.

Electric Frenzy

Profile

While active: Gain Immunity to the Stunned or Paralyzed Conditions. Speed increases by +3 m. Whenever you are affected by a Debuff or take Electric Damage, gain +1 to Attack Rolls until end of your next Turn.

Frenzied Attack | AP: 2 | CA | 5 Charge Points — Make five separate Attack Rolls. Each successful hit grants a stacking +1 to the next Attack Roll. You may target any combination of creatures within your weapon’s Range.

Level 13

Frenzied Damage

Passive

When dealing damage with Frenzied Attack, each successful hit grants a stacking +1 Charge Dice of damage to the next Damage Roll.

Level 15

Neural Cascade

AP: 2 | CA | 5 Charge Points

When your system peaks, it detonates. Make an attack against a creature within Range and force a Fortitude Defense Roll against your Wraith Focus Roll. On failure, the target takes +5 Charge Dice of Electric Damage and is Stunned until the end of their next Turn.

Path of the Fear Protocol

Originally developed as a psychological warfare subroutine by Taq Corporation and later corrupted by rogue Wraith cells, the Fear Protocol weaponizes hallucinations, misdirection, and battlefield anxiety.

Passive: When a creature becomes Frightened of you they must use their Reaction to move all of their available movement.

Fear Protocol

Profile

Your Haakanoshi emits an invisible neuro-psychic field. While active: When you deal damage to a creature they must roll a Will Defense Roll against your Wraith Focus. On failure, they are Frightened of you for 1 Round.

Hallucinogen | AP: 1 | QA/R | 2 Charge Points — Duration: 3 Rounds. Radius: 3 m. Force all hostile creatures in Radius to make a Will Defense Roll against your Wraith Focus. On failure, creatures lose 1 Moral Point and –3 on Insight Skill Checks against Intimidation or Coercion.

Level 13

Babayaga’s Shadow

Passive

Creatures affected by Hallucinogen are now Frightened of you for the Duration. While Frightened, their first Attack Roll each Turn is made with a –2.

Level 15

Terminal Dread

AP: 2 | QA/R | 5 Charge Points

Range: 12 m. When you deal damage to a creature, force their allies within Range to make a Moral Check. On failure, they are Frightened of you until end of their next Turn. If they succeed, they lose 1 Morale.

12/14

Master Bracket Pool

At levels 12 and 14, select one Feat from the Master Bracket Pool. Each may only be selected once.

Defense & Offensive Feats

Dual Wield Master

Passive

While any Profile is active you are able to wield two Melee Weapons, regardless of the Light Property, but cannot have the Heavy Property.

Recharged

AP: 1 | QA | 2 Charge Points

When you deal damage with Charge Dice, you may negate the damage and regain HP equal to the roll.

Reflective Blade

AP: 1 | R | 3 Charge Points

While wielding a Melee Weapon, reflect a Ranged Attack from a Firearm, Bow, or Thrown weapon. Make a Wraith Focus Roll as your Defense Roll. On success, the attacker takes +2 Charge Dice of damage.

Thousand Cuts

AP: 2 | CA | 4 Charge Points

Range: Self | Radius: 2 m. Force all hostile creatures within Radius to make a Reflex Defense Roll against your Wraith Focus Roll. On failure, creatures take 3 Charge Dice of damage and cause the Deep Puncture Wound Injury.

Path-Specific Feats

Frenzied Profile Tuner

PassiveElectric Frenzy

For every successful hit with Frenzied Attack gain +1 Reflex Defense and +2 Speed (stacks up to three times) until the start of your next Turn.

Vanishing Act

AP: 1 | R | 2 Charge PointsEclipsed Specter

While Eclipsed Specter is active, shield yourself from one Effect or Action that would end you being Hidden. You may move up to half your Speed immediately, without provoking Opportunity Attacks.

Haakanoshi Profiles & Programs

Moments of Peace

2 Charge PointsProgram

At the end of a Round in which you remain Hidden and took no Actions, regain 15 HP or heal one Minor Injury.

Overflowed

2 Charge PointsProgram

When you would deal Overflow Damage to a creature you can add 1 Charge Dice to the damage.

Trait Savant

PassiveProgram

A constantly running Program that allows you to add one additional Weapon Trait to any Weapon you have Aptitude in.

Thieving v2.0

2 Charge PointsProgram

Duration: 1 Hour. Augmented reality overlay showing lock-picking and password entry solutions. Gain +4 to Thievery Skill Checks. Re-roll one failed Thieving Skill Check per Duration.

Utility Feats

Haakanoshi Neural Tuner

Passive

Increase all Chrome Capacities (Reflex, Will, Fortitude) by +2. Gain +2 to all Wetware Surgery Checks.

Master Charge Dice Upgrade

Passive

Your Charge Dice are now 1d10. Increase any Ability Score by +1.

Synthetic Identity

Long Rest | 5 Charge Points

Forge a new identity with job records, social history, biometric templates, and network presence. Make a Wraith Focus Roll to set the Identity’s DC. When used, any creature makes a Contested Hacking or Insight Skill Check against the DC. One identity at a time; creating a new one overwrites the last.

16

Pinnacle Path

At 16th level, you gain a Pinnacle Synergy and choose your Pinnacle Path—a transcendent expression of your strength, granting abilities at levels 16, 18, and 20.

The Chaya Two-Step

AP: 1 | RPinnacle Synergy

Range: 3 m. When an ally within Range makes an attack, grant them a Bonus to their Attack Roll equal to half your Reflex Modifier (rounded up).

Path of the Army of One

You’ve outlived your squads, outrun your contracts, and outgunned the competition. This isn’t paranoia—it’s protocol. You are the Wraith who survives.

Passive: While below half HP, gain +1 to all Defense Rolls.

Army of One

Profile

While active: +4 to Attack Rolls. Resistance to all Non-Magical Physical Damage. +5 Movement Speed. Move through hostile creature spaces without provoking Opportunity Attacks. Costs 0 Charge Points if activated for the first time while HP is below half.

Never Outgunned | AP: 1 | QA/R | 3 Charge Points — While Army of One is active, if you use Movement before attacking a hostile creature on your Turn: your attack deals +3 Charge Dice of damage on hit.

Level 18

Desperate Times

AP: 1 | QA/R | 10 Charge Points

If your HP would be reduced to 0, you instead drop to 1 HP. All hostile creatures within 5 m must roll a Will Defense Roll against your Wraith Focus Roll. On failure, they are Frightened of you until end of their next Turn.

Level 20

Survivor’s Edge

PassiveFinal Override

When Army of One activates, your Haakanoshi overrides your neuro-physical limiters. For the Duration, all Ability Scores become 22 (Modifier +6). After the Duration, you suffer Confusion and +2 Levels of Exhaustion.

Path of the Legendary Assassin

Xue Industries’ most infamous prototype, stolen and spread across the black market in fragmented bootlegs.

Passive: You automatically become Hidden when in Dim Light or Darkness without spending AP.

Assassin

Profile

While active: Scoped Weapons gain +3 to Attack Rolls and ignore Partial Cover.

Scoped Targeting | AP: 1 | QA/R | # Charge Points — Target specific body regions: Head (–4 hit, 4 CP, +5 Charge Dice, Skull Fracture), Hand (–3 hit, 3 CP, +4 Charge Dice, Broken Arm), Leg (–2 hit, 2 CP, +3 Charge Dice, Broken Leg), Torso (–1 hit, 1 CP, +2 Charge Dice, Organ Rupture).

Level 18

The Perfect Assassin

Passive

When using Scoped Targeting, both your Weapon Damage Dice and Charge Dice are rolled at maximum value (no roll required).

Level 20

Critical Support Matrix

# Charge PointsFinal Override

Haakanoshi Program. While Assassin is active: Critical Hit threshold for Scoped Targeting is reduced by 1 per Charge Point spent (e.g., 19+ with 1 CP, 18+ with 2 CP). If Hidden and you score a Critical Hit, the target suffers +3 Charge Dice of damage.

Path of the Shadow Daemon

Developed by Ghara-Shareyn using stolen Taq source code, the Shadow Daemon is the apex of combat-program warfare.

Passive: Your Combat Programs deal +2 Charge Dice. If Hidden while performing any part of a Hacking Sequence, add your Stealth Skill Modifier to your Hacking Rolls.

Shadow Daemon

Profile

While active: Deploy Combat Programs equal to 2 × your Hacking Skill Modifier. Deploy +1 Haakanoshi Program.

Vector Injection | 4 Charge Points — While Shadow Daemon is active, when you hit a creature with Cybernetics: Attack counts as an Interface and Basic Hack. Deploy 1 Combat Program on the target (no additional rolls). Does not count toward your Program Deploy limit.

Level 18

Haakanoshi Share

AP: 1 | QA/R | # Charge Points

Range: 10 m. Give an ally within Range who has a Neural Link the use of one of your Haakanoshi Programs. Only one per ally. Charge Point cost is the same as deploying on yourself.

Level 20

Rootkit Override

AP: 1 | QA/R | 6 Charge PointsFinal Override

Range: 6 m. While Shadow Daemon is active, choose a system within Range infected with a Non-Haakanoshi Program and chain it to nearby Systems, forcing a Will Defense Roll against your Wraith Focus. Sentient AI suffer –2. Non-Sentient Systems auto-fail. On failure, they are infected. If 3+ are infected, end the Program: 4 Charge Dice Electric Damage and Stunned.

Path of the Neuroghost

The Neuroghost is a rare profile used for experimental Wraiths whose minds move faster than perception, their physical presence phasing between data pulses and instinct.

Passive: Whenever you use your full Movement on your Turn, gain +1 AP at the start of your next Turn.

Neuroghost

Profile

While active: Immune to being targeted by Reactions. Take the Run Action or use Warp Dance as a Free Action once per Round. Speed increases by +5 m.

Neural Slipstream | AP: 1 | R | 5 Charge Points — When targeted by an Attack Roll: Immediately move up to 10 m. If you end behind Cover or in Dim Light, the Attack automatically misses. If you move through an enemy’s space, they must make a Reflex Defense Roll against your Wraith Focus or suffer –2 to all Attack Rolls until end of their next Turn.

Level 18

Tactical Echo

6 Charge PointsProgram

Range: 6 m. While Neuroghost is active, when a creature uses an Action within Range, you may immediately take the same Action as a Free Action. If the Action was hostile, gain +1 Charge Point.

Level 20

Profile Ghosting

AP: 2 | CA | # Charge PointsFinal Override

While Neuroghost is active, use one Profile-specific Feat from any Path you did not choose. Costs double the original Charge Point cost. Neuroghost acts as the Active Profile requirement.

17/19

Pinnacle Bracket Pool

At levels 17 and 19, choose one Feat at each level. These high-tier refinements represent your final evolution.

Defense & Offensive Feats

Apex Wraith

Passive

When a creature attempts to move away from you, you may use Warp Dance as a Free Action.

Stunning Form

Passive

If you deal Overflow damage the target is Stunned until the end of their next Turn.

Path-Specific Feats

Daemon Infection

PassiveShadow Daemon

When deploying a Program with Vector Injection you can add one additional Program of any type.

The Phantom Menace

PassiveAssassin

When using Scoped Targeting: Add +3 Charge Dice of damage. If over 20 m away or this is your first hostile Action, it is a Surprise Attack—target cannot roll Defense.

Haakanoshi Profiles & Programs

Aeht Blade

ProfileProfile

While active: +2 to Attack Rolls using Melee Weapons. Bypass THP from Armor or Bonuses from Cover. You do not take Overflow Damage from Attacks.

Harlequin

ProfileProfile

While active: +2 to Magic Skill Checks. Your Charge Points act as ARC. Use Wraith Focus Roll as Spell Weaving Checks. Weave any Innate and Novitiate Spell from the List.

Injury Blink

2 Charge PointsProgram

When you suffer a Minor or Serious Injury, you can change it to a different Injury of the same severity.

Nanite Enhancement

3 Charge PointsProgram

Duration: 5 Rounds. Gain Resistance to Non-Magical Physical Damage and Psychic Damage.

Utility Feats

Ghost User

Passive

Your digital footprint is wiped instantly after you leave a System and you cannot be tracked via Cybernetics or Interface Logs.

Pinnacle Charge Dice

Passive

Your Charge Dice are now 1d12. Increase any Ability Score by +2 or any two by +1 each.

Warp Dance Upgrades

Passive

Range increased to 12 m. Can now travel vertical as well as horizontal.