Frame 1
Swift Actions[Empty]
Movement/DodgesCoraline Moves NE
Horizon moves SE
Grettir Dodge Rolls S
Corrupted Fisherman moves N
Degraded B Dodge Rolls (No Movement)
Attacks/BlocksNullius uses Heavy Slash, SE. Threatens Degraded A, Degraded B, and Warped.
H Vs A
Base Damage: 1d6+2 = 3
Modified Damage: 3*1.5 = 4
Target DR: 1d2 = 2
Final damage: max(2,4-2) = 2
+1 Hope
H Vs DR, Attack Evaded!
H Vs L
Base Damage: 1d6+2 = 6
Modified Damage: 6*1.5 = 9
Target DR: 1d6 = 3.
Final damage: max(3,9-3) = 6
Warped Killed
+1 Hope
+1 Hope to party
+4 Essence to party
A flash of nameless steel and a spray of blood. The townsman that was the focus of the attack slips under the blade, but the start of the swing carves into one, and the finish of the blow half-decapitates the hideously warped thing.
Degraded A uses grab, SW. Threatens Nullius.
A Vs H
Base Damage: 1d4 = 4
Modified Damage: 4*1.5 = 6
Target DR: Not Triggered
Final damage: 6
-1 Hope
Nullius is Grappled!
Yet these creatures do not fear pain, and they know no awe for heroism. Unnaturally rigid fingers lock around Nullius' neck and shoulders, sharp tips digging in and spreading blood down the plain tabard.
Warped uses strike, N. Threatens Nullius.
L Vs H
Base Damage: 1d4+2 = 3
Modified Damage: 3*1.5 = 4
Target DR: Not Triggered
Final damage: 4
-1 Hope
A spasm from the mortally wounded abomination sends bony claws raking across Nullius' front. A wretched parting gift of corruption.
Toege uses lunge, NE. Threatens Warped, Degraded B
(Already Dead)
+1 Hope
L Vs DR, Attack Evaded!
Toege's spear intercedes swiftly, puncturing the bony armory of the warped thing and driving it to the ground where it can do no more harm.
Warm-Up/CooldownsFierno Winds Up Heavy
Dead/Disabled[Empty]
Other[Empty]
Frame 2
Swift Actions[Empty]
Movement/DodgesCoraline moves SE
Grettir Finishes Dodge Roll
Degraded B Finishes Dodge Roll
Attacks/BlocksHorizon Makes a Heavy lunge , SE. Miss.
Toege lunges NE.
L Vs DR, Attack Evaded!
Corrupted Fisherman attacks (14,10). Threatens Nullius.
L Vs CD
Base Damage: 1d10 = 3
Modified Damage: 3
Target DR: Not Triggered
Final damage: 3
No Hope
The braided rope and thick iron hook of a fishermen that hunted lampfish, once used to feed and create wealth, now a weapon against those who would save this land. Savage hooks graze Nullius' thigh, mercifully failing to catch and hold in soft tissue.
Warm-Up/CooldownsNullius Cools Down
Fierno Warms up Heavy
Degraded A cools down Ability
Dead/DisabledWarped Townsman
Other[Empty]
Frame 3
Swift Actions[Empty]
Movement/DodgesNullius' grapple prevents him from moving! (Grapple Broken)
Co-Ra-Line moves SE
Grettir moves SE
Fierno Moves S
Attacks/BlocksDegraded B uses heavy Strike, NW. Threatens Nullius
H Vs CD
Base Damage: 1d4 = 3
Modified Damage: 3*2 = 6
Target DR: Not Triggered
Final damage: 6
No Hope
Desperation Triggered: No
A strong blow slams into Nullius, catching him as he breaks free of the corrupted hands that held him. It's easy to forget the inhuman strength of the corrupted when they take on such pathetic forms. Easy to forget until moments such as this.
Warm-Up/CooldownsHorizon Cools Down
Toege Cools Down
Dead/DisabledWarped Townsman
OtherDegraded A does nothing
Fisherman does nothing
Frame 4
Swift Actions[Empty]
Movement/DodgesCo-Ra-Line moves SE
Fierno moves S
Attacks/BlocksGrettir uses front chop, NE. Threatens Fisherman.
L Vs O
Base Damage: 1d7+3 = 8
Modified Damage: 8*0.5 = 4
Target DR: 1d4 = 1
Final damage: max(2,4-1) =3
Hope +1
The bit of Grettir's axe grazes the Fisherman, drawing blood and an inhuman hiss, despite fouling in the beast's thick clothing.
Degraded A uses Strike, SE, Threatens Nullius
L Vs CD
Base Damage: 1d4 = 1
Modified Damage: 1
Target DR: Not Triggered
Final damage: 1
No Hope
Nullius is Disabled
Party Hope -3
Agony Gained: Concussion. Attacks made after moving deal 20% less damage.
How little it takes to push a man over the edge- to bring him back down to the soil from whence he came. The spark that lights a pyre, the whisper that begins a war, the scratch that foments infection...
Humble beginnings to a hideous end.
Warm-Up/CooldownsNullius Cools Down
Horizon Cools Down
Toege Cools Down
Degraded B
Dead/DisabledWarped Townsman
OtherFisherman Does nothing
Nullius: H (Heavy Slash, SE) -> CD -> NW -> CD -> CD
Horizon: SE -> H (Heavy Lunge, SE) -> CD -> CD -> CD
Grettir: DR (S) -> DR -> SE -> L (Chop, NE) -> CD
Co-Ra-Line: NE -> SE -> SE -> SE -> SE
Toege: L (Lunge NE) -> L (Lunge NE) -> CD -> CD -> S
Fierno: WH -> WH -> S -> S -> H (Spin Slash, SE)
Degraded A: A (Grab, SW) -> CA -> O -> L -> L
Degraded B: DR (No Move) -> DR -> H (NW) -> CH -> CH
Fisherman: N -> L(14,10) -> O -> B -> CL
Frame 5
Swift Actions[Empty]
Movement/DodgesToege Moves S, blocked by water. (Sorry, really should have seen that earlier and told you)
Co-Ra-Line moves SE
Attacks/BlocksFierno uses Spin Slash SE, Miss
Warm-Up/CooldownsHorizon cools down
Grettir cools down
Degraded B cools down
Fisherman cools down
Dead/DisabledWarped Townsman
Nullius
OtherDegraded A does nothing
Fierno and Fisherman are colocated!
Opposed Damage, Fierno attacking into Fisherman.
Fierno Damage: 1d6 = 1
Fisherman Damage: 1d10 = 9*1.5 = 13
Fisherman Wins...
Fierno bumped N.
Primary:- Reach the Hunter's Lodge (>40 Hexes NE of approximate group center)
They can be fought, they can be beaten- but so can you. Have a care, for these are hardly the most dangerous foes you will face in your long journey. The corruption will wear you down if you allow it to, destroying valor and will with unending numbers and suicidal determination.
Even the strongest blade can blunt. Even the strongest arm will tire. Even the brightest hope will fade. Your eventual failure is inevitable, but steel yourself! Do not let that failure come this day, do not let this hour be your darkest. Do not surrender your will just yet.
Enemies
Degraded Townsfolk A: 1/5
Degraded Townsfolk B: 5/5
Corrupted Fisherman 6/10
Friendly
Grettir: 20/20
--> Location (15,10)
Fierno: 7/20
--> Location (13,12)
Horizon's Gatekeeper: 20/20
--> Location (14,9)
Toege: 20/20
--> Location (15,8)
Co-Ra-Line: 20/20
--> Location: (11,11)
Nullius: 20/20
--> Location (13,10)
Degraded Townsfolk
Personality:
Attack Nearest
-->IF nearby (radius 2 or less) enemy has taken damage, switch to target them
Equipment
Bare Hands [L:1 | H:3 | DR:10/5 | Dam: 1-4 | Moveset: Fist, untrained]
Rags [DR:2/2]
Known Abilities
Weak Grab: Cooldown 15, Frames 2. Make a light attack against an adjacent target. If that attack hits and deals damage, the target is grappled. While the target is grappled, the first move they make is canceled. This ability lasts until either the grappler or the grappled tries to move a space, or the grappler is killed.
Known Patterns:
A->CA->O->L->L
DR->DR->H->CH->CH
Warped Townsfolk
Personality:
Attack Nearest
-->IF nearby (radius 2 or less) enemy has taken damage, switch to target them
Equipment
Warped Talons [L:1 | H:3 | DR:5/5 | Dam: 3-6 | Moveset: Fist, untrained]
Hardened Flesh [DR:3/6]
Known Abilities
Known Patterns:
L->B->H->CH->CH
Corrupted Fisherman
Personality:
Keep Range at ~2
Attempt to keep behind meatshield
Harass
Equipment
Hooked Rope [L:2 | H:4 | Dam: 1-10 | Ra:2 | Moveset: Ranged, Sniper]
Fisherman's Garb [DR:2/4]
Known Abilities
Known Patterns:
?->L->O->?>CL
Name: Grettir the Large
HP: 20
Hope: 0/10
Desperation: 0/1
Essence: 0
Archetype: Jotun Blooded Víkingr
Assets:
Stone Flesh: Heavy attacks against you have a 20% chance to be degraded to light attacks.
Agonies:
Stone Bones: Your move actions sequence at the end of the frame, not the beginning.
Inventory:
Vanguard's dane axe (Req: Pot 3, Wil 3 | L:2 | H:4 | Dam:4-10 | DR:3/5 | Moveset: Axe | Ability: Red-Haze)
Northerner's Chain Hauburk (Req: Wil 3, Vig 2 | DR:5/7 | Ability: Might of the North)
The Raven's Round Shield (Req: 2 Vig, 2 Pot | DR: 2/8 | L:1 | Dam: 0-3 | Ability: Defiance)
Hammer Amulet (Req: Pot 3, Ability: Shockwave)
Potency: 3
Precision: 0
Vigor: 2
Will: 3
Agility: 0
Soul:
Hexagram 23: Splitting Apart
Upper Trigram: Mountain (Earth)
Lower Trigram: Earth
Abilities:
Red-Haze: Frame cost as light/heavy attack, No Cooldown. Costs 1 potency + 1 will charge. Add this to any light or heavy attack to gain a damage reduction pool equal to the attack's damage for five frames, including the starting frame.
Might of the North: Frame Cost -, Cooldown 15, costs 1 will and 1 vigor. For one round, re-roll all damage reduction rolls and take the better of the two results.
-->Boost: Spend 1 more will charge, Damage reduction rolls explode for that round.
Defiance: Frame Cost as shield light attack, Cooldown 10 Costs 1 vigor. If an opponent struck you and dealt damage last round, you can use this to make a shield bash against them any time in the next round. If that shield bash connects, it staggers them in addition to dealing damage.
--> Follow-Through: Spend 1 more potency charge on the following round. If you can hit an enemy staggered by the first phase of this ability while they're still in stagger frames, you deal 50% bonus damage.
Shockwave: Frame Cost 5, Cooldown 20*, costs 3 potency charges. Slam the ground with your axe, striking all adjacent units with a light attack.
--> Chain: The cooldown for this ability only begins on the first frame you do anything other than allocate a frame to this ability. Subseqent uses increase the radius of the shockwave by 1, up to a total radius of 4.
Name: Horizon's Gatekeeper
HP: 20
Hope: 0/10
Desperation: 0/1
Essence: 0
Archetype: Spirit Spearman
Assets:
Break of the Wave: Whenever you strike a killing blow, there is a 50% chance to gain a free frame on the next round.
Agonies:
Fragile Substance: Being hit while an ability is on cooldown has a 20% chance to reset that ability's cooldown duration.
Inventory:
Glaive of the Dawn (Req: Pre 2, Will 2 | L:3 | H:4 | DR: 7:7 | Dam: 3-11 | Ability: Call the Dawn | Moveset: Halberd)
Halcyonic Plate Armor (Req: Vig 3 | DR: 3/6 | Ability: Phantom Glory)
Aegis of Sky and Sea (Req: Vig 3 Will 2 | DR: 1/8 | Ability: Wraithshield)
Crest of the Twilit Stars (Req: Agi 1, Vig 1 | Grants ability: Dissolution of Self)
Attributes:
Potency: 0
Precision: 2
Vigor: 3
Will: 2
Agility: 1
Soul:
Hexagram 29: Dangerously Deep
Upper Trigram: Water
Lower Trigram: Water
Abilities
Call the Dawn: Framecost as heavy attack, Cooldown 20. Spend 1 will and 2 precision charges. You can target a burst-type attack anywhere within four tiles, damage as weapon light attack. Struck targets have a 50% chance to be blinded for 10 frames.
Phantom Glory: Framecost 1, Cooldown 10. Spend 1-3 Vigor.
--> 1 Vigor: Copy any buff from any other unit with 3 tiles onto yourself
--> 2 Vigor: Reset the duration of any buff on you that takes less than or equal to 2 vigor to initiate. (Works once per buff instance)
--> 3 Vigor: Copy any buff you currently have onto all allied units. Can only be done once per buff type per encounter.
Wraithshield: Framecost 1, Cooldown 10. Spend 1 Vigor and 1 Will. You can designate your block action, standard or active, to be timed with any other frame during the round. (Such as when launching an attack)
-->Boost: Spend 1 extra will to allocate this timed block to any ally within 3 tiles. Active blocks cannot be made in this manner.
Dissolution of Self: Cooldown 10, framecost X. Spend 1 agility and 1 will to stop existing for X frames. During this period, your status does not tic. That is, your cooldowns and durations are not effected by the passage of time.
Name: Toege Kaese
HP: 20
Hope: 0/10
Desperation: 0/1
Essence: 0
Archetype: Avian Exorcist
Assets: Unity: When there are at least two allies within 3 spaces, Toege gains 1 extra hope from all sources.
Agonies: Fear the Darkness: When there is not an ally within 3 spaces, Toege loses 1 charge per turn from a random attribute.
Inventory:Baneless White Spear (Req: 2 Pot, 2 Pre | L: 2 | H: 4 | DR: 6:8 | Dam: 5-10 | Ability: Prick the Soul | Moveset: Spear)
Gown of the 8 Winds (Req: 2 Agi, 2 Wil | DR: 1:5 | U:8/8 | Ability: Zephyr Clone)
Feathered Cross of Retribution (Req: 2 Pot | Ability: Storm's Judgment )
Doveheart Necklace (Req: 2 Agi, 2 Wil | Ability: Holy Wings)
Attributes:Potency: 2
Precision: 2
Vigor: 0
Will: 2
Agility: 2
Soul: Hexagram 7: Recruiting Allies
Upper Trigram: Earth
Lower Trigram: Water
AbilitiesPrick the Soul: Frames -, Cooldown 10. Coasts 2 Precision and 1 potency. One of your selected attacks this round ignores Target DR.
--->
Follow-through: If you killed a target with Prick the Soul, next round you can spend 2 Potency charges to raise them as an ally for a number of frames equal to the overkill damage. Using this adds 10 to the cooldown.
Zephyr Clone: Frames -, Cooldown -. pend 1 agility charge to make the gown active. If you're struck while the gown is active, attacks that threaten you have a chance to reduce gown charges instead of dealing any damage. The chance to not deal damage is equal to 1 in X, where X is the current number of charges in the gown.
Storm's Judgment: Frames 3, Cooldown 20, Costs 2 potency charges. Push or pull a unit within three tiles 1d3 tiles in any direction. Moving an enemy into an impassible obstacle staggers them
--->Bloody: If the target dealt damage to anyone last round, they also take 1dX damage, where X is two times the damage they dealt last round.
--->Extend: This ability can be applied to one additional target at the cost of 5 more cooldown and two additional potency charges. A max of 3 targets can be targeted in one cast.
Holy Wings: Frames 1, Cooldown: 10. Choose one of two,
--->
Skyward Leap: Spend two agility charges and instantly travel two spaces in any direction, without regard for intervening obstacles.
---|---> Extend: You can spend two more agility charges (up to a total of
to move an extra space.
--->
Protective Wings: Spend two will charges and gain a shield with DR:2/12 until the end of the round. This ability counts as a block action.
Name: Co-Ra-Line
HP: 20
Hope: 0/10
Desperation: 0/1
Essence: 0
Archetype: Antediluvian Doll
Assets:
Accustomed to Pain: Debuffs that occur when being struck are 50% (multiplicative) less likely to be inflicted. This includes Hope loss from damage.
Agonies:
Eye of Beldam: If you did not gain a point of hope this round or last round, you lose a point of hope.
Inventory:
Harvester Claws (Req: Pot 4, Pre 4 | Twin Weapon | L:1 | H:3 | DR:5/8 | Dam: 5-8 | Ability: Harvest Dance, Moveset: Heavy Claws, twin)
Farcical Tatters of Elegance (Req: Precision 4 | DR:10/15 | Ability: Mocking Mimicry)
Starlight Accumulator (Req: Pre 4 | U: 0/10 | Ability: Channel Starlight)
Shard of Infinite Sins (Req: Pot 4 | Ability: Mortal Weakness)
Attributes
Potency: 4
Precision: 4
Vigor: 0
Will: 0
Agility: 0
Soul:
Hexagram 32: Durability
Upper Trigram: Thunder (Wood)
Lower Trigram: Wind (Wood)
Abilities
Harvest Dance Cooldown: 10, Frames as Light, costs 2 potency charges to start. Strike in any direction using the light double swipe maneuver. After this maneuver has been completed, the following options are available on the following frame. Failure to use one will start the cooldown.
--->Continue Dance: Move 1 tiles and strike all adjacent targets with a light attack. Costs 1 Potency.
---|--->Chain: The cooldown is delayed until the first frame when continue dance is not used. Can be chained up to 5 times.
---|--->Bloodthirsty: Every 3 points of damage dealt by previous attacks with harvest dance increases max damage by 2 and min damage by 1.
--->Flourishing Finish: Spend 2 potency to end the dance with a heavy attack in any direction. You may chose to move 1 tile before or after the attack.
---|--->Bloodthirsty: Every 3 points of damage dealt by previous attacks with harvest dance increases max damage by 2 and min damage by 1.
Mocking Mimicry: Cooldown -, Frames -. Spend 2 precision. You can copy any feature of an opponents gear to yours for 1 round. (Damage, DR, an Ability, etc) This ability can only be used once per piece of equipment per encounter.
Channel Starlight Cooldown 15, Frames -. The starlight accumulator gains charges any time Co-Ra-Line uses an ability, or anyone on an adjacent tile uses an ability. This discounts the Channel Starlight Ability. These charges can by spent in the following ways.
--->Starlight Pillar: Frame cost 1. Spend 1 precision and 1 accumulator charge. Designate a tile within four spaces to be struck with a pillar of starlight. This deals 1-5 damage if the tile is occupied.
---|---> Extend: You can with two more pillars by spending 2 more accumulator charges and 1 more precision. These pillars do not need to be aimed at the same target.
--->Starlight Seeker: Spend 3 Precision charges and 5 Starlight charges. Your attacks have a 50% chance to avoid invincibility effects (such as dodge rolls).
---|---> Boost: Spend 3 extra precision charges to also negate 50% of DR.
--->Starlight Doppleganger: Spend 4 Precision charges and 10 Starlight charges. There is a Starlight Doppleganger at your position. It has all your items abilities, and 3 frames to act this round. It shares an attribute pool with you. Its attacks do not generate hope for you, except the 1 point party bonus if it scores a kill. The Doppleganger disappears at the end of the round.
---|--->Follow-Through: Spend 2 more precision at the start of the next round to begin the new round at your doppleganger's last position.
Mortal Weakness Cooldown 15, Frames -, costs 4 potency charges. Draw a pool of 5 random debuffs. Every attack this round has a 50% chance to inflict one of those debuffs on the target.
--->Bloody: If you currently have a debuff, that debuff is always inflicted in addition to any debuff rolled.
Name: Father Fierno
HP: 7/20
Hope: 0/10
Desperation: 0/1
Essence: 0
Archetype: Incendiary Hellpriest
Assets:
Deep Faith: Whenever you use the last charge of any attribute, you have a 25% chance to gain 1d3 charges back.
Agonies:
Glorious Pain (Fire): You cannot Resist/Reduce any damage of the Fire type.
Inventory:
Charred Dalmatic (Req: Vig 2 | DR:1/4 | Ability: Burning Faith)
Candlestick of Enlightenment (Req: Pot 1 | L:1 | H:3 | Dam: 1-6 | DR:5/5| Ability: Remembered Flame | Moveset: Dagger, Thrusting)
Thurible of the Ashwraiths (Req: Will 2 | Ability: Conjure Ashwraith)
Oily Aspergillum (Req: Pre 2, Pot 1 | L:1 | H:4 (Burst) | Ra: 2 | Dam: 0 | Inflicts Debuff: Oily | Moveset: Ranged)
Attributes
Potency: 2
Precision: 2
Vigor: 2
Will: 2
Agility: 0
Soul:
Hexagram 48: The Well
Upper Trigram: Water
Lower Trigram: Wind (Wood)
Abilities
Burning Faith: Frame Cost 1, Cooldown 15. Costs 1 Vigor Charge. For 5 frames, counting the cast frame, debuff durations and cooldowns expire twice as quickly for a touched character. Abilities that shorten cooldown durations are unaffected by this ability.
Remembered Flame: Frame Cost 0, Cooldown 20. For 10 Frames, the Candlestick of Enlightenment is treated as a flaming longsword. Its moveset changes to that of a straight sword, and its damage rises to 5-9 and gains the fire type.
Conjure Ashwraith: Frame Cost 4, Cooldown 20, Costs 2 will charges. Choose one,
--> Protective Ashwraith: Roll 1d20. You or an ally within 3 tiles gains DR: 0/X, where X is the number rolled, for 10 frames.
--> Binding Ashwraith: Target any enemy within 3 tiles. That enemy cannot move next round.
Oily Debuff: Applied through using the Aspergillum. Oily targets that move for any reason have a 10% chance to become staggered, and a 20% chance to move one additional tile in the same direction they were already going. Lasts 10 frames. An oily target that takes fire damage loses the debuff, but takes an additional 5-8 fire damage +1 for every frame left in the duration.
Name: Nullius Ovid
HP: 20/20
Hope: 0/10
Desperation: 2/2
Essence: 0
Archetype: Tabula Rasa
Assets:
Malleable Void: There is a 25% chance that, when struck in combat, you will learn which pattern your attacker is using next round.
Agonies:
Essence Block: When you regain attribute charges, roll twice and take the lower of the two rolls.
Concussion: If you attack on a frame immediately after you move, you deal 20% less damage.
Inventory: (Assume all of these are either Vigor, Will, or some combination, but I'm okay with any of those things.)
Empty Sword (Req: 5 Vig, 1 will | L:2 | H:4 | DR:5/7 | Dam: 3-8 | Moveset: Sword, Straight | Ability: Tune Weapon)
Empty Shield (Req: 5 Vig, 1 will | DR:0/5 | Ability: Tune Shield)
Empty Charm (Req: 5 Vig, 1 will | Ability: Tune Charm)
Empty Armor (Req: 5 Vig, 1 will | DR:6/12 | Ability: Tune Armor)
Attributes
Potency: 0
Precision: 0
Vigor: 5
Will: 3
Agility: 0
Soul:
Hexagram 39: Obstacle
Upper Trigram: Water
Lower Trigram: Mountain (Earth)
Abilities
Tune Weapon: Frames -, 15 Frames cooldown, 1+X Vigor. Transform your empty sword into any non-twin, non-great weapon used by any ally, or an enemy within three tiles for ten frames. If the sum of the weapon's requirements exceeds 5 attribute points, pay X extra vigor to use this ability, where X is the sum of the target weapon's attribute cost -5. Any ability on the weapon can activated using vigor charges. Using a weapon ability immediately causes the empty sword to revert back to its normal form after the ability is over. Weapon abilities that have a duration will extend both the duration of Tune Weapon and its associated cooldwon. A weapon cannot be emulated more than once.
--->Boost: An item can be emulated more than 1 time by spending will charges equal to the number times it has already been emulated.
Tune Shield: Frames -, 15 Frames cooldown, 1+X Vigor. Transform your empty shield into any shield used by any ally, or an enemy within three tiles for ten frames. If the sum of the shield's requirements exceeds 5 attribute points, pay X extra vigor to use this ability, where X is the sum of the target shield's attribute cost -5. Any ability on the shield can activated using vigor charges. Using a shield ability immediately causes the empty shield to revert back to its normal form after the ability is over. Shield abilities that have a duration will extend both the duration of Tune shield and its associated cooldown. A shield cannot be emulated more than once.
--->Boost: An item can be emulated more than 1 time by spending will charges equal to the number times it has already been emulated.
Tune Charm: Frames -, 15 Frames cooldown, 1+X Vigor. Transform your empty charm into any accessory used by any ally, or an enemy within three tiles for ten frames. If the sum of the accessory's requirements exceeds 5 attribute points, pay X extra vigor to use this ability, where X is the sum of the target accessory's attribute cost -5. Any ability on the accessory can activated using vigor charges. Using an accessory ability immediately causes the empty charm to revert back to its normal form after the ability is over. Accessory abilities that have a duration will extend both the duration of Tune Charm and its associated cooldown. An accessory cannot be emulated more than once.
--->Boost: An item can be emulated more than 1 time by spending will charges equal to the number times it has already been emulated.
Tune Armor: Frames -, 15 Frames cooldown, 1+X Vigor. Transform your empty Armor into any armor used by any ally, or an enemy within three tiles for ten frames. If the sum of the armor's requirements exceeds 5 attribute points, pay X extra vigor to use this ability, where X is the sum of the target armor's attribute cost -5. Any ability on the armor can activated using vigor charges. Using an armor ability immediately causes the empty armor to revert back to its normal form after the ability is over. Armor abilities that have a duration will extend both the duration of Tune armor and its associated cooldown. An armor cannot be emulated more than once.
--->Boost: An item can be emulated more than 1 time by spending will charges equal to the number times it has already been emulated.