Also good god I let the character sheet languish un-updated for a while. No longer!
Cool. Say, can we submit ideas for spells or Arc release abilities yet? I've got a few that mainly build on the traits Fortune Favored, Interesting Times, and Directionless, as well as our Arc Release's ability to bring our own reality with us whereever we go.
- "Shortcuts"
Reactive skill. If we really need to get to somewhere, or away from somewhere else, no matter how impropable we will find a way. Eventually.
Essentially, turns us into the Protagonist of a Parkour Video Game. Think Prince of Persia, Tomb Raider, or Mirror's Edge.
- Just in Time
Passive Skill. If we're needed somewhere, especially by our friends, we will come to the rescue at a dramatically appropriate moment. Wether we know that we're needed or not, or wether we want to or not for that matter.
- Untraceable
Passive Skill. Our sense of direction defies rational understanding. Hefty penalty to hostile efforts to track or find us.
- Slipping the Net
Passive Skill. Gives a bonus to avoiding attempts to contain or catch us, from evading enemies trying to herd us somewhere or block our way, to dodging hails of strikes or bullets.
- Chance Meetings
Passive Skill. You never know who you'll meet on the road of life. Bonus to random encounters that could be potentially friendly, helpful, or important in some way.
Lets us meet fellow Valkyries or other allies, or similarly plot-important characters, by chance. May synergize oddly with Just in Time
- Guidance
Active Skill. Subconscious flashes of intuition and random good luck give us dice boni towards accomplishing specific tasks, especially in skills that we're not trained in or when improvising.
Essentially a very budget Path to Victory. We may not know the actual effects In Character, only that it's in some way helpful. The dice boni are propably divided between a moderate straight skill bonus, mostly in order to let us perform untrained tasks with at least passable skill, and between rerolls or similar to help us not mess up.
- Havoc Field
Passive, Semi-Active, or Active Skill. Projects our odd luck around us onto others. Mostly, but not entirely, hits our enemies with bad luck, such as equipment failures or random clumsiness.
The Black Cat of Ill(?) Omen strikes again! Possibly it's active at a low level constantly, but can be amplified when we want. May hit friends with (far weaker) bad luck, or hit them with bad-luck-that's-actually-helpful (stumbling to dodge a sniper shot, for example), or very occasionally be helpful for an enemy.
- (Name Pending)
Reactive Skill. Lets us evade harm by happenstance or if we really push it, even (possibly preemptively) retconning reality on a limited scale.
Essentially Sidereal Dodging. Oops, you were trying to bomb our meeting? We actually decided to have it at the cafe around the corner instead of at our headquarters. May not leave us aware that we used this skill or against what.
- Disruption Field
Active Skill. Channels Entropy magic through our Arc Release in order to boost our resistance against foreign magic, possibly leeching energy out of it to use for our own.
A, propably weaker, copy of our Arc Releases unchosen other potential ability. Now this may be a bit cheesy, but it still strikes me as potentially feasible for our powerset and magic specialty.
Reactive skill. If we really need to get to somewhere, or away from somewhere else, no matter how impropable we will find a way. Eventually.
Essentially, turns us into the Protagonist of a Parkour Video Game. Think Prince of Persia, Tomb Raider, or Mirror's Edge.
- Just in Time
Passive Skill. If we're needed somewhere, especially by our friends, we will come to the rescue at a dramatically appropriate moment. Wether we know that we're needed or not, or wether we want to or not for that matter.
- Untraceable
Passive Skill. Our sense of direction defies rational understanding. Hefty penalty to hostile efforts to track or find us.
- Slipping the Net
Passive Skill. Gives a bonus to avoiding attempts to contain or catch us, from evading enemies trying to herd us somewhere or block our way, to dodging hails of strikes or bullets.
- Chance Meetings
Passive Skill. You never know who you'll meet on the road of life. Bonus to random encounters that could be potentially friendly, helpful, or important in some way.
Lets us meet fellow Valkyries or other allies, or similarly plot-important characters, by chance. May synergize oddly with Just in Time
- Guidance
Active Skill. Subconscious flashes of intuition and random good luck give us dice boni towards accomplishing specific tasks, especially in skills that we're not trained in or when improvising.
Essentially a very budget Path to Victory. We may not know the actual effects In Character, only that it's in some way helpful. The dice boni are propably divided between a moderate straight skill bonus, mostly in order to let us perform untrained tasks with at least passable skill, and between rerolls or similar to help us not mess up.
- Havoc Field
Passive, Semi-Active, or Active Skill. Projects our odd luck around us onto others. Mostly, but not entirely, hits our enemies with bad luck, such as equipment failures or random clumsiness.
The Black Cat of Ill(?) Omen strikes again! Possibly it's active at a low level constantly, but can be amplified when we want. May hit friends with (far weaker) bad luck, or hit them with bad-luck-that's-actually-helpful (stumbling to dodge a sniper shot, for example), or very occasionally be helpful for an enemy.
- (Name Pending)
Reactive Skill. Lets us evade harm by happenstance or if we really push it, even (possibly preemptively) retconning reality on a limited scale.
Essentially Sidereal Dodging. Oops, you were trying to bomb our meeting? We actually decided to have it at the cafe around the corner instead of at our headquarters. May not leave us aware that we used this skill or against what.
- Disruption Field
Active Skill. Channels Entropy magic through our Arc Release in order to boost our resistance against foreign magic, possibly leeching energy out of it to use for our own.
A, propably weaker, copy of our Arc Releases unchosen other potential ability. Now this may be a bit cheesy, but it still strikes me as potentially feasible for our powerset and magic specialty.
Also, a question; How does our Internal Casting Focus interact with weapons? Can we, say, channel lightning through a melee weapon? Imbue thrown weapons with magical effects?