Carnelian · Skirmisher / Dancer

Magus

Cantor: Magus · Riptide (Carnelian, Tier 1)

Forgiveness: Moderate
9
HP
4
Structure
4
Stress
8
Evasion
9
E-Def
2
Armor
6
Speed
10
Save
Carnelian Resonancereach4
Bond Token

Your band, on this device. GuiltFlowTrust.

Fracture status: Drag. Bond Move: Let It Pass.

Weapons

  • Tidal LashMain · MeleeRange Range 1 · RoF 1 strike / turn · Damage 1d6 KineticEffects: Reliable 1 · Knockback 2 · Flowing — on a hit, move up to 2 free (no opportunity attacks)
  • Spray AuxAux · RangedRange Range 5 · RoF 1 shot / turn · Damage 1d6 KineticEffects: GMS-baseline fill — for when the dance opens distance

Core Power

REROUTE. 1/mission · Full. Until your next turn you may redirect any forced-move effect on an ally within Range 5 (you choose direction + distance, within the move's parameters); and when any ally within Range 5 takes damage you may teleport adjacent to the source as a Reaction. You are the current.

Song-Moves

  • Sway. T1 · Free · 1/turn · +1 Carnelian Resonance: move up to full Speed, no opportunity attacks; if you end adjacent to an enemy it's Off-Balance (its next attack at +1 Difficulty).
  • Cry. T2 · Quick · 2 Carnelian Resonance: a Size-2 cone (Range 3) of pressurized water pushes every enemy 3 directly away; any that can't complete the push (wall/terrain/another Colossus) take 2 Kinetic per space short. Allies unaffected.
  • Laugh. T3 · Quick · 3 Carnelian Resonance: clear one of an ally's (Range 5) forced-move debuffs, Slowed/Impaired, or their manifested Fracture, and they may move 3 free. (Or self-clear your own Drag/Guilt — no Oath, the costlier path; the Bond Move is the better one.)

Traits

  • Current. When you move your full Speed in a single action toward an ally, an objective, or a threat (purposeful motion — not circling to farm), gain 1 Carnelian Resonance. Once per turn. The band climbs by going somewhere, drains when still.
  • Carry the Wave. When you move through a willing ally's space during your turn, you may bring them along up to 3 spaces; they end adjacent to where you stop. You complete your own movement. The current carries the whole line.

Frame reference

1
Size
11
Sensors
+0
Tech Atk
6
SP

Mounts: 1× Main, 1× Aux. Armor is a flat subtractor (not a second health bar). Evasion is synthesis, not a dodge roll.

Bond Move · Let It Pass

Fracture Guilt → Transformation FlowOath Trust. A Full Action (the Stabilize slot). One honest line, in character; you never disclose anything real.

Name something you've been carrying that wasn't yours to carry, to a person present. Oath (T3 Guardian anchor — active while held): redirect damage from any ally within 5 to yourself; half of damage you take redirects into terrain.

Oath Ladder · GuiltFlow · Rung 4 of 9

Rung 1 is the Catalyst and is not sworn — it happens to you. You may reach for rung 5, one above the highest you have sworn.

  1. 1.the Catalyst(not sworn: what was taken)
  2. 2.the Binding“I will change”
  3. 3.Trust“trust / the guilt released”
  4. 4.Feeling“I let myself feel it”
  5. 5.Desire“I am allowed to want” (reaching)
  6. 6.Connection“I move with you”
  7. 7.Grace“the current carries me”
  8. 8.Forgiveness“I set down the blame I carry”
  9. 9.Flow“flow / the water guilt cannot hold”

Each rung must be lived before it is sworn — the table validates.

Companion Spirit

Eddy (the tired) / Spill (the reckless)

Print this page (Ctrl/Cmd-P) for a clean PDF (all sections). New to combat? See the combat cheat card.