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 Nm +20 Maximum HP Tx
170 Nm +10 Maximum MP Tx
170 Nm Quicken 1 or Slow 1 at the start of battles. Tx
170 Nm +2 Maximum LP. Tx
170 Nm Each time you take damage from an enemy attack, gain +1 potency with your next Action. Tx
180 Nm When you Defend, gain +2 Drive. Tx

CONTRABAND CHARMS

Offerings - Offerings grant bonus effects by entreating saints, ancestors, angels, and spirits.
Gold Cost Charm Effect Description
160 Nm Roll +1 potency die with all your actions for each ally currently Dazed. Tx
160 Nm You gain Critical 10. Tx
160 Nm When you spend an LP choose one: gain +1 potency with the action, recover +3HP, or recover +1MP. Tx
160 Nm When you have 30HP or less, gain +1 potency die and gain +1 Drive at the end of your turn. Tx
170 Nm When you use an Item in battle, in addition to any other effect, True Heal yourself +10HP. Tx
170 Nm Anytime an enemy performs an Overdrive, your next Action against them gains +1 damage die. Tx
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