Lightning-Dancer
Lighning-Dancers are all grace and power and potential. Their inner calmness allows them to focus themselves in the most difficult situations and maneuver themselves with might and accuracy. Their outer peace hides a storm of raw lightning waiting to explode.
Look
Man, woman, ambigious, or concealed
No clothing, flowing clothing, flashy clothing, simple clothing, or monastic clothing
Kind face, strange face, flushed face, serene face, strong face, pretty face, or puzzled face
Aloof eyes, quick eyes, bright eyes, peaceful eyes, or stormy eyes
Quick hands
Lean body, wiry body, nimble body, or lanky body
Stats
0 Aware +2 Calm +2 Changed 0 Cunning -2 Wild
+1 Aware +2 Calm 0 Changed +1 Cunning -1 Wild
+1 Aware +2 Calm +1 Changed +1 Cunning -2 Wild
0 Aware +2 Calm 0 Changed 0 Cunning +1 Wild
Moves
Battle Calm: You can use +calm instead of +wild when seizing by force. If you do, you cannot choose to inflict terrible harm or impress, dismay, or frighten your enemy.
Dance of Blades: When you seize by force, you may also seduce / manipulate one of your allies or a neutral viewer, using +calm in place of +cunning and without explicitly stating what you want - your target knows what you want, and you know what they want.
Lightning Tango: By dancing an arcane pattern, you can create a duplicate of yourself made entirely out of electricity. Your duplicate superficially resembles you, and you can see, hear, and speak through it, but cannot interact with physical objects (except in as much as lightning does). The duplicate can travel disances far quicker than a human. The duplicate's attacks are 2-Harm ap. If you cease dancing, the duplicate is instantly dispersed and you suffer s-harm. Dancing for extended periods of time is considered acting under fire, with the fire being passing out from exhaustion.
Storm-Charged (Sells out to Storm-Cursed): Your body is charged with the raw electrical energy of the Storm. You can use +changed in place of +wild when going aggro, and your unarmed attacks deal 1-harm ap or s-harm ap and gain "tag".
Supernatural Grace: Add the following when you act under fire: "On a 12+, you transcend the danger, the pressure, the possibility of harm. You do what you set out to do, and the MC will offer you a better outcome, true beauty, or a moment of grace."
Weapons of Lightning: You can conjure one or more weapons made entirely of electricity. Choose one of the following. You can take this move twice; if you do, get all of them.
- Daggers: 1-harm or s-harm, ap, hand/close, remote, infinite, autofire
- Broadsword: 2-harm or s-harm, ap, hand, infinite, loud
- Hammers: 2-harm or s-harm, ap, hand/close, infinite, remote, messy
- Spear: 2-harm or s-harm, ap, hand/far, area, infinite, reload
Gear
You get:
- 1 gracious weapon or 1 mighty weapon
- 1 artifact of the Storm, suitable to a Lightning-Dancer
- 1 fashion suitable to your look and worth 1-armor at your choice (you detail)
Gracious weapons:
- ornate dagger (2-harm hand valuable) or (2-harm close valuable reload)
- hidden knives (2-harm hand infinite) or (2-harm close infinite)
- ancestral foil (2-harm +1-melee-armor hand valuable)
- ornate spear (2-harm hand valuable) or (2-harm far reload)
- poisoned needles (4-harm intimate ap infinite) or (2-harm hand infinite) or (1-harm close infinite autofire)
Mighty weapons:
- fine broadsword (3-harm hand valuable)
- aincent warhammer (4-harm hand valuable reload)
- dual hammers (2-harm hand) or (s-harm hand tag)
- heavy spiked gauntlets (1-harm hand ap)
- well-crafted mace (2-harm +1-melee-armor hand valuable)
Artifacts of the Storm, suitable to a Lightning-Dancer:
- a cursed weapon (+changed to harm, deals 1-harm to you whenever it deals harm)
- boots that allow one to move with the grace, speed, and force of the wind (+changed to calm or wild and 2-harm or 1-corruption when used)
- gloves that cast electricity from the fingers (2-harm close ap infinite) or (1-harm close area ap infinite) or (s-harm close ap infinite)
- a cloak that grants great agility (+1 act under fire or +1-armor as appropriate, 1-corruption when used)
Special Moves
Lightning Words: Whenever you speak with another person, you and they alone, you can fire them up for some immediate course of action. If they pursue it immediately after speaking with you, they hold 2. If they pursue it within a day, they hold 1. They can spend one point of their hold to reroll a single die related to following the course of action.
Stylish Duelist: Your calm and grace in battle is breathtaking and awes onlookers. When you fight another person, one-on-one, roll +calm. On a hit, hold 1. On a 10+, hold 3. Spend your hold to gain a + whenever you seduce or manipulate someone who sees you fight (including your opponent), one-for-one.