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. |





