Charms

MUNDANE CHARMS

Charms a small slips of paper, each blessed with a different boon from the Gods. Charms provide passive, always on benefits that serve a wide range of functions, as long as its equipped and charged.

Charms have no weight cost, and you may only equip one at a time.

Offerings - Offerings grant bonus effects by entreating saints, ancestors, angels, and spirits.
Gold Cost Charm Effect Description
20 Shark's Charm You gain +5 Critical. Made up of a tooth from each row of teeth from a single shark.
20 Destiny's Charm Ignore incoming Scratch damage. Made from a fragment of a mirror that was capable of seeing into the future.
20 Slayer's Charm When you spend LP on an ability, gain +1 Potency per LP with it. This scorpion tail must be steeped in blood or wine to reach the slayer.
20 Maiden's Charm When you spend LP, recover +3HP per LP. Strings of wooden rings, oiled with vanilla, are sacred to the maiden.
25 Legion's Charm When performing a combo, recover +2HP. A key-chain of bullets and frequent donations to the war-widow's fund mark those who seek the assistance of the legion.
25 Majesty's Charm When you're at max HP, take -5 damage from attacks. This charm stops shining if it's been too long since jewels have been added to it.
20 Rat's Charm When you're at 30 HP or lower at the end of your turn, gain +1 Drive Of course Rat's a lucky spirit. But she eats her own.
20 Crane's Charm Anytime an enemy attack targets you, then misses: gain +1 Drive. A kaleidoscope of folded paper, fed by teeth. Children sometimes make one by accident.
30 Gunner's Charm When reloading: Next attack with that firearm, +3 potency. All the same parts as a gun, put together nonsensically. Bullets loaded into it can't be retrieved.
40 Fountain's Charm If you were damaged since last action: +1 MP on your turn. A gourd-like bottle with no opening. Voices echo inside it.

PREMIUM CHARMS

Offerings - Offerings grant bonus effects by entreating saints, ancestors, angels, and spirits.
Gold Cost Charm Effect Description
170 Maiden-Mother Sign +20 Maximum HP Token of an official shrine to the Maiden. Given as a gift, it has a certain connotation.
170 Saint-Sage Sign +10 Maximum MP Token of an official shrine to a sage, canonized by Imperial decree. Said to give luck in the merit exams.
170 Smiling-Rat Charm Quicken 1 or Slow 1 at the start of battles. Token of an official shrine to Rat, depicted as smiling, fat, rich, and wholly unlike herself.
170 Loner's Sign +2 Maximum LP. An unbreakable shard of deeply fractured crystal. Not considered religious in nature.
170 Greatfish Sign Each time you take damage from an enemy attack, gain +1 potency with your next Action. Token of an official shrine to the Greatfish… and not Shark.
180 Counting Stone When you Defend, gain +2 Drive. Stones like this are found inside Maxwellian bodies, but occur naturally also.

CONTRABAND CHARMS

Offerings - Offerings grant bonus effects by entreating saints, ancestors, angels, and spirits.
Gold Cost Charm Effect Description
160 Deathly Link Roll +1 potency die with all your actions for each ally currently Dazed. Token of a banned and annihilated cult. No record remains of its miracles.
160 Stained Potsherd You gain Critical 10. Token of a banned cult to the Slayer. Enscribed: "Hope remains."
160 Ravenlock When you spend an LP choose one: gain +1 potency with the action, recover +3HP, or recover +1MP. Token of a banned cult to the Maiden. Engraved on the locket: "Heaven's Cloud."
160 Yessie Scale When you have 30HP or less, gain +1 potency die and gain +1 Drive at the end of your turn. Token of a banned cult to the Northern Dragon. Represents freedom.
170 Prayer-Wheel When you use an Item in battle, in addition to any other effect, True Heal yourself +10HP. Token of a banned cult to the Healer. Enscribed are a dozen rules of action.
170 Revenger Anytime an enemy performs an Overdrive, your next Action against them gains +1 damage die. Token of a banned cult to the Conductor. Stitched together from two parts.
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