Attacker:
Defender:
Attack Die Modifier:

Click here on each diel cycle roll

Little Charm

Movement Range: Move to any space in water, cannot move on land.

Card Status:

archetypal gene

Entropic

game effects

Any spirit, possessor, and conscience motive souls that touch water while this card is in play must battle Little Charm. Little Charm moves instantly moves to their space and their rolls are cut in half.

die rolls

Always Rolls: D6-(+6)

keal means

Dark Hope Maw: Entropic-Brutal-Telekinetic

motivation

Possessor

brawl power

YRkt

Habitat

Water

card variation

Species

Scarcity

Founder's Deck

History

Many find fascination in dreaming of and studying monsters of the deep. However, not all monsters are born of flesh and bone. Tremondous spirits lurk amongst the depths, seeking to feast on the souls lost to the dreadful ocean tides. At first, they extend an offer of guiding hope to voyagers removed from body. An brilliant light from a little charm, visible only to the departed, percing the abyss. It entrances the souls with a promise of an end to their suffering journey, one which, in many cases, has lasted traversed for years.

No previously living sapient is entirely immume to undertaking the journey or the promise of its end. When near the light, the unwilling soul experiences a great swell from behind. Possessed by abandoning fear, they grasp towards their false savior, still believeing in the object of their damnation. The swell proves too powerful to fight, and no soul, living or dead, can save them from their choices.

In the end, there is Little Charm, their guide to eternal nothingness.