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. Guilt → Flow → Trust.

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 Flow → Oath 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 · Guilt → Flow · 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)

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