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Signet Rings

Signet Rings are unique items that signify the wearer carries the full authority of the entity to which the signet belongs.

Signet Rings come in three classifications: The Most High's Signet, Order Signets, Discipline Signets. The Most High's Signet is the highest. Order Signets are lesser than the Most High's Signet. Discipline Signets are the least Signets. Signets are worn on the right hand. If for some reason an elohim were in possession of two Signets at once, they would wear the higher Signet on their right hand and the lesser Signet on their left hand.

Because there is only one signet of any type and because of the endorsement that a signet carries, it is extremely rare that an elohim will see or possess a signet. The higher the classification of the Signet, the more rare, so it would be more like to receive a Discipline Signet than an Order Signet, for example. If an elohim does receive a Signet, it will be for a limited time or purpose and the Signet will be returned.

Only the most brazen enemy will ever take a signet from a defeated elohim. This is because of the unwanted risk and attention it would be bring. Indeed, no elohim wants to bring on themself the kind of consequences that would follow the taking of the Most High's Signet. Observing the results of the Philistines after capturing the Arc of the Covenant is a strong enough object lesson.

The Most High's Signet

+144 to all Basic Attributes

Order Signets

Warrior Signet
  • +40 Might
  • +84 Endurance
Messenger Signet
  • +40 Swiftness
  • +84 Control
Ministering Spirit Signet
  • +40 Endurance
  • +84 Resolve
Minstrel Signet
  • +40 Control
  • +84 Passion

Discipline Signets

Guardian Signet
  • +1 to Adjustment Penalty to those Striking Allies

  • +1 Adjustment to Resist Checks

Wrestler Signet
  • +1 More Level of Mastery to Maneuvers

    • +1 Precision or Guard if the Maneuver was already functioning at Mastery Level 5 

  • +40 Might

Zealot Signet
  • x2 Fervor Passion Gain

  • x2 Fervor Speed Bonuses

Evangel Signet
  • x2 Resolve and Passion Bonus

  • +1 Skill in Excite and Affirm/Aim
    • may exceed maximum Increase to these Skills by 1
Watchman Signet
  • +12 more Adjustments when Perceiving

  • +3” more bonus Range

Witness Signet
  • +7 more Adjustments when Perceiving and being Perceived

  • x5 distance when in horse form

Cherub Signet
  • +40 Resolve toward Swinging Censer or Ready Sword versions

  • +1 more level of Area Influence

    • Area Influence is not negated by Defiler(s)

Judge Signet
  • x2 WearP from "12" Effect

  • +1 minimum and maximum Passion Effect Level

Peacemaker Signet
  • Sanctified Intercession on all within 12"

  • no Resolve Cost for Impartation versions

Dancer Signet
  • +40 Control

  • +1 to all Skill or Composure Increases

    • may exceed maximum Increase to those Skills or Composures by 1
Seraph Signet
  • Signet bonuses only apply to Flame Family Songs with maximum SPP invested
  • +1 Adjustment to Flame Family Resist Checks

  • 100% Passion Increase to allies

  • +1 Level of Passion Effect Level for Flaming Sword

    • +1 to minimum and maximum Levels
Standard Bearer Signet
  • Inspiring triples hearers' SPP

  • +40 Control

Field Commander Signet
  • +1 Level of Mastery for all Maneuvers

    • increased Mastery Level affects sharable Level
    • +1 Precision or Guard if the Maneuver was already functioning at Mastery Level 5 
  • can share Maneuvers within 12” Range

King Priest Signet
  • +1 additional Guard with Reinforcement versions
  • no Resolve Cost for first 3 Targets of Easy Yoke versions
Shepherd Signet
  • SPP investment tripled for Sheep & Strike Families

  • +40 Control
Preserver Signet
  • no Resolve Cost for Presence versions

  • negate +1 Level of Evil Area Influence

Herald Signet
  • 1 more Adjustment for specified Song Families

  • +40 Passion

Intercessor Signet
  • No Exertion when using Purge Evil versions on the second Target

  • x2 additional Levels of Effect for Rejoicing, Waiting, and Thanksgiving versions