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- Katsuo - EX Class is Kage. Combines Apparition and Ninja.
- Iltani - EX Class is Relentless Justice (Peacemaker?). Combines Marksman and Skirmisher.
- Soma - EX Class is Maneater. Combines Glamour Weaver and Dancer.
- Lekha - EX Class is She Who Sees and Hears. Combines Oracle and Channeler.
- Cornell - EX Class is Conductor. Combines Musician and Cheerleader.
- Mechanic: EX Classes
- EX Classes are representative in becoming more powerful than more mundane warriors. A True Rune isn't necessary, but it's a good catalyst. When you gain an EX Class, two of your classes will 'merge' in a sense, taking up only one of your four class slots instead of two. When you take a feature from one part of an EX Class, you gain a free feature (which you don't have to spend immediately) that may be used on a feature from the other half of the EX Class, as a two for one deal. These features may be spent during downtime to purchase appropriate features. You must still qualify for all features taken. You also get a restat!
- Nicholas Knight is a Miasmic. Let's say his progression looks like
- Level 1: Fake Miasmic Feat 1 (Requires Novice Stealth, Novice Guile)
- Level 3: Fake Hunter Feat 1 (Requires Novice Stealth, Novice Survival)
- Level 5: Fake Miasmic Feat 2 (Requires Adept Stealth)
- Level 7: Fake Hunter Feat 2 (Requires Adept Stealth)
- Level 9: Fake Miasmic Feat 3 (Requires Expert Stealth)
- Level 11: Fake Miasmic Feat 4 (Requires Expert Stealth)
- He'd be able to squish things down to...
- Level 1: Fake Miasmic Feat 1 (Novice Stealth, Novice Guile) + Fake Hunter Feat 1 (Novice Stealth, Novice Survival)
- Level 3: Fake Miasmic Feat 2 (Adept Stealth) + Fake Hunter Feat 2 (Adept Stealth)
- Level 5: Fake Arcanist Feat 1
- Level 7: Fake Miasmic Feat 3 (Expert Stealth) + Fake Hunter Feat 3 (Expert Stealth)
- Level 9: Fake Miasmic Feat 4 (Expert Stealth) + (Unspent Hunter Feat 4)
- Level 11: Fake Arcanist Feat 2
- Level 12: Can take Master skills. Spends Unspent Hunter feat for Fake Hunter Feat 4, which requires Master Stealth.
- EX Classes have their own set of features, awarded to the player absolutely free at appropriate moments. These features usually come with stat tags of their own. Note these on your progression as EX: (feature name) instead of Level X: (feature name).
- One final note: EX Classes represent your own inner potential. This is your ability, and yours alone - even if you were to somehow lose your True Rune, you would keep your EX powers. Nothing can take them from you.
- Kage
- ----
- Kage (+Atk)
- [EX]
- Prerequisite: Embody the Ninja and Apparition classes.
- Static
- Effect: You no longer treat enemies as Rough Terrain. You gain the ability to craft Shuriken. You begin to apply special effects to certain Ninja moves and tools.
- Tool: Shuriken. Cost: 100p. Effect: Use the move Water Shuriken. This move is Normal type.
- Reijutsu
- Double Team - You may expend an activation of Double Team (one of the three given by the move) as a Swift action to create a double of yourself. This double is semi-illusionary, and may Shift as you Shift. It does not have actions of its own, but may be used to originate attacks as if he were the real Katsuo. If the double takes damage from anything besides an Attack of Opportunity, it is destroyed. Any damage or statuses taken by the double are transferred to the real Katsuo. If both Katsuo and his double are struck by a simultaneous attack, damage is only taken once. Only one double may be in play at once. The double vanishes if it moves beyond 10 meters from Katsuo.
- Smoke Ball - Katsuo becomes Invisible until the end of his next turn. Unlike normal invisibility, he may attack, but this breaks the Invisibility and grants additional damage equal to his Intimidate rank to the attack.
- Poison Powder - This move Suppresses the target in addition to its normal effect. If the target is already Suppressed, then they immediately take two ticks of damage.
- Antidote - Antidotes crafted by Katsuo also relieve Cursed.
- The Reaping (+Atk)
- [EX]
- Static
- Effect: You gain the Shadow Step power and the Soul Reaping capability.
- Shadow Step:
- Scene x2 - Shift Action
- Effect: Teleport to a destination within 20 meters that is within line of sight. You gain a +10 damage bonus to the next Flanked enemy you attack.
- Soul Reaping: Once per target, walking over the unconscious body of an enemy or ally restores a Tick of HP as you borrow a bit of life force from shed blood.
- Relentless Justice (Peacemaker? :V I had a hard time naming this one)
- ------------------
- Relentless Justice (+Atk)
- [EX]
- Prerequisite: Embody the Marksman and Skirmisher classes.
- Static
- As an Extended Action, you practice one move to exclusion - That move becomes a Weapon Move (gaining Weapon Range and any other benefits that entails) until you replace that move with another Extended Action. (Note for builds: You'll unlock more move slots for this later, so plan ahead). You also gain the following Gun Kata:
- Mechanic: Gun Kata are stances you can take as a free action on your turn for a number of AP listed in each. They last for the Scene or until you switch to a different Gun Kata.
- Dances with Wolves
- 1 AP
- Effect: While in this kata, if an enemy's accuracy check misses you by 5 or more, you may redirect the attack against a different foe in the attack's range.
- Open Range
- 1 AP
- Effect: While in this kata, you deal additional damage equal to the number of meters you have moved this round, and treat your Jump capabilities as one higher.
- True Grit
- 2 AP
- Effect: You may take up to two additional attacks of opportunity per round, and may use Counter Stance at range.
- -
- The Speed of an Ocelot (+Atk)
- [EX]
- Static (Special)
- Effect: You gain the move Drill Peck. This move's Range is updated to "WR, Ricochet." The Ricochet keyword allows you to shoot targets who are not in line of sight, so long as there is a path of surfaces for your bullet to reach them. Range is calculated between yourself and the target, not the distance the bullet has to travel. This move also gains the Effect: "Drill Peck Flinches the target on 18+."
- You also gain the Lightning Hands power. As a Swift Action usable EoT, you may make a Struggle Attack. In addition, you become filled with a small amount of DETERMINATION. Under 1/3 Hit Points, you gain +10 DR.
- Maneater
- --------
- Maneater (+Sp.Atk)
- [EX]
- Prerequisites: Embody the Glamour Weaver and Dancer classes.
- Static
- Effect: You gain amount of DR to Fairy attacks equal to (number of Glamour Weaver features possessed) + 3. When you have Enchanting Transformation bound, this applies to Dark, Ghost and Psychic type damage, as well. This stacks with any existing DR. You also gain the power 'Rakshasi Awakening'.
- Rakshasi Awakening
- Scene - Free Action
- Trigger: You bind Enchanting Transformation.
- Effect: You may immediately use any Dance Move you know as a Free Action. Power Pirouette is a Free Action for this turn. You gain a Tick of Temporary HP that stacks with any other source of Temporary HP. You may not use a Dance Move as a Standard Action the turn you use this power.
- Heart of the Demon
- [EX]
- Static
- Effect: When you use a Social move successfully on a target, you gain a tick of Temporary HP and a +2 bonus to accuracy against that target. Dances now count as Social moves, though Soma is not a valid "target" of this feature.
- You also gain the power Jealousy. Once a scene, when a combatant uses a self-targeting move, you may give yourself or an ally within 6 meters the benefits of that move instead as a Swift Interrupt.
- She Who Sees and Hears
- ----------------------
- She Who Sees and Hears (+HP)
- [EX]
- Prerequisites: Embody the Oracle and Channeler classes.
- Static
- Effect: You gain the Dream Dive Divination. You gain the Forewarn Ability. For every additional pokemon you Channel beyond the first, you gain another use of Forewarn that scene, up to the maximum number of pokemon you can Channel at once. In addition, enemies you use Forewarn on take a -3 penalty to Combat Maneuver checks against allied targets. In addition, Lekha is one step more resistant to Psychic-type attacks.
- Mechanic: Dream Dive - This is a Divination ritual allowing you and any with you to enter the dreams of sleeping people and pokemon. This could be used to find information the target is unwilling to divulge, attempt to restore lost memories, fix psychological problems, or just dick around in general. Sometimes special items or Pokemon may be brought back from the world of the Aether.
- Big Prophecies (+HP)
- [EX]
- Daily x2 - Free Action
- Trigger: You declare Small Prophecies, but before you roll.
- Effect: You may use the result of Small Prophecies three times instead of once.
- You also gain the Dreamwalker capability, giving you Teleport 5 movement speed and the ability to Channel friendly targets as a free action. If you Channel a hostile target, friendly Channeled Pokemon gain a +5 bonus to damage them. In addition, charges rolled by Small Prophecies may be held until rerolled.
- Conductor
- ---------
- Conductor
- [EX]
- Prerequisites: Embody the Musician and Cheerleader classes.
- Static
- Effect: Musician Songs now count as Orders. When using Cheerleader, you may choose precisely how many targets benefit (and thus how much AP you spend) rather than all-or-nothing. Furthermore, you gain the following power, which counts as a Song (but has different usage requirements than normal):
- Song of Heroism
- 3 AP - Standard + Swift Action
- Effect: All allies in Burst 4 gain the effects of Song of Courage (+2 to skill and save checks), Song of Life (+5 damage reduction), and Song of Might (+5 bonus to damage rolls) until the end of your next turn.
- TRUE RUNES
- ----------
- True Rune of Purity (The Avenger)
- -----------------------------
- Left-Handed Rune
- Spells
- Level 1: Purifying Light - Standard Action. Use the Move Aromatherapy. When a status is removed by this spell, the target and the user gain a tick of HP. (If multiple targets are cured of status at once, each individual target gains a single tick of HP, while the user of the spell gains one tick per target cured)
- Level 2: Root In The Impure - Passive. Trigger: You roll 17-20 on an attack. Effect: You may expend a level 2 MP to Leech Seed the target as a Free Action. No target is Immune to this application of Leech Seed. This counts as a Status Effect for the purpose of effects.
- Level 3: Exorcise - Standard Action. Effect: You take hold of the darkness in the target and rip a portion of it away from their soul, temporarily animating it as a White Wight under your control. This Wight has HP equal to two ticks of your HP, acts on your initiative tick, and lasts until defeated. Its statistics, abilities, movelist and typing are identical to the target's, and it may perform Combat Maneuvers. It may use its moves with their original typing, or as Ghost type, and you may perform Haunted Wounds as if the Wight were you. You may only Exorcise one target at a time, and only once per target.
- Level 4: Shining in the Darkness - Standard Action. Perform an AC 2, DB 12 Light type attack against a target within range 8, adding your and Yuffie's highest attack stats to the damage roll. Choose one effect: An ally within 8 range is restored to full health and cured of all status ailments, or empower your weapon with +2 Attack stages and make your attacks one step more super effective against Demons for the rest of the encounter, to a maximum of double super effective. Light type damage is treated as Psychic, but is super effective against Dark instead of ineffective, super effective vs demons, and neutral versus Fighting.
- Ability: Early Bird becomes Earliest Bird (Static, You are immune to volatile and persistant status effects.) You and Yuffie may use her three Gracidea Flowers as Grass/Flying/Light type gems (reusable) that may each be used once per scene.
- Ability 2: You gain the Forest Lord Ability and may count a Grass-type Pokemon ally as a fully grown tree.
- Technique 1: Smite Corruption - You gain the move Hex (DB 6/12). This move becomes Physical if the user wishes it. This counts as an Apparition move. If the target is afflicted by at least three status effects, this move is a Critical Hit.
- Technique 2: Thorns of Gracidea - Swift Action. You may use this Technique after you have used a Status move as a Standard Action to make a Struggle attack. Roll twice for accuracy, and take the highest result. Hex DB +1.
- Technique 3: Light of Purity - You gain the move Seed Flare, and it uses your Attack Stat. The Special Defense debuff of this move counts as a status effect. Hex DB +1.
- Technique 4: Purifying Sword - If both of your Thorns of Gracidea AC checks would hit a target, you may use Hex instead of a Struggle attack, ignoring frequency. Hex DB +1.
- War Abilities (Only one may be active at one time)
- War Ability 1: Turn Undead. At Will, Swift Action - Roll an extra attack against target Undead unit. Ranged 3. This cannot be counter-attacked.
- War Ability 2: Shelter. Scene, Standard Action. For the next two rounds, all adjacent units heal one injury at the start of the Alliance phase.
- War Ability 3 Land of Innocence. At Will, Standard Action. Create a 3x3 zone within 5. Demons, devils, Surveil, and similar creatures of darkness may not cross this threshold. Human enemies empowered or enthralled by external Malice lose the benefits of that power, but are still enemies.
- Yuffie stuff:
- Yuffie loses the Dark type.
- New Ability: Purified - Passive. Effect: This Pokemon resists Moves and benefits from effects as if it were Dark type. This Pokemon retains STAB for Dark type. This Pokemon becomes Immune to the Dark type, and gains +3 to Save Checks against Status Effects.
- BONUSSSSS
- Yuffie gains the Infiltrator ability, the Genjutsu feature, Master Stealth, and is considered to have the Dark Ace stratagem Sneak Attack always bound at no AP cost. Once per scene, Yuffie can use any ninja move Katsuo knows. When manifested, Yuffie projects the Pure Darkness minor Legendary Aura, imposing a -1 penalty to accuracy checks to enemies for every meter they're away from their target.
- Sky Forme Yuffie
- https://orig00.deviantart.net/e8e3/f/2012/208/8/e/_shaymin_sky_form__by_clubpenguinsandwich-d58vc6t.png
- Activated like a Mega Evolution!
- Becomes Grass/Flying type, as well as all of the Capabilities of Sky Forme. Yuffie also gains the Steed of Gracidea capability, allowing her to optionally increase her size to 2x2 and gain Mountable 1.
- Ability: The Pure Flower - Static. The first Ice attack you take this combat is Neutral instead of double Super Effective, but Yuffie reverts to normal Forme. Yuffie's Grass attacks are Super Effective versus Dark type in this state.
- Switch any of Yuffie's abilities with Serene Grace, Leaf Rush, or Rocket at you wish (or don't wish).
- On the fly, swap out any Normal Forme moves with desired Sky Forme moves of Yuffie's level or lower.
- Stats: -2 to both Defenses, +6 Special Attack, +6 Speed. You may keep a separate set of stats for this forme.
- The Rune's True Power is coming to light. Katsuo's Shadow Form becomes Pure Phantom - He no longer takes Super Effective damage from Dark type, and his Ghost attacks are now super effective against Dark types.
- True Rune of Balance (The Hopeful)
- ---------------------------------
- **NEW** Balance: When you enter combat, decide if your Rune is Ideals aspected or Truth aspected. Your spells and techniques change to match (you gain a new set of spells, but your techniques simply become electrical in nature). You may call either Solano or Leveche out regardless of your Aspect. If you use Fusion Flare and Fusion Bolt in the same round, your Rune becomes Balance aspected and your chosen legendary changes into Kyurem (Ideals) or Kyurem (Truth) and immediately gains initiative with its own separate turn. Kyurem keeps a separate set of stats and gains +2 to all combat stages upon transforming.
- Spells:
- Ideals:
- Level 1: Inner Warmth - Standard Action. Use the move Aqua Ring (Fire type). You also gain the effects of Shroud of Embers (as fire rune), which last as long as Aqua Ring remains in play.
- Level 2: Blazing Saddles (I couldn't think of a better name :V Fluff it however you want) - Shift Action. Shift up to your Overland speed +3. You may leave a Fire Hazard (as the Pledge effect in each space you shift through (and these never harm your allies). Inner Warmth is a Swift Action the turn you use this.
- Level 3: Furious As a Blaze - Standard Action. Use the move Overheat as a physical Weapon move. Your attack raises instead of lowers. This may be a Special move if the user wishes it. If you use Blazing Saddles and Inner Warmth in the same turn as this spell, you become Blazing, as the Fire Bringer feature Blazing Inferno.
- Level 4: Tempered Flame - Standard Action. Use the move Fusion Flare as a physical weapon move. If Leveche is present on the battlefield, fulfill this move's conditional requirement as if Fusion Bolt had been used. If both Fusion Flare and Fusion Bolt are used in the same round, transform Leveche into Kyurem (Truth). The first time this move is used this Scene, Iltani gains an ethereal set of Pyral Armor that acts as a Substitute.
- Truth:
- Level 1: Blinding Truth - Standard Action. All enemies in Burst 3 become Blinded, and you become Invisible until your next attack.
- Level 2: Trail of Truth - Shift Action. Shift up to your Overland speed +3. You may leave a Magnet Maze hazard in each space you shift through (and this never affects your allies). This does no damage, but enemies who step into a Magnet Maze hazard must exit the hazard at either the initial or end point of the line. Blinding Truth is a Swift action the turn you use this.
- Level 3: Justice Strikes Twice - Standard Action. Use the move Charge, then immediately use the move Thunder. Repeat this attack on your next initiative tick, one step resisted, including the effects of Charge.
- Level 4: Burning Lightning - Standard Action. Use the move Fusion Bolt as a physical weapon move. If Solano is present on the battlefield, fulfill this move's conditional requirement as if Fusion Flare had been used. If both Fusion Bolt and Fusion Flare are used in the same round, transform Solano into Kyurem (Ideals). The first time this move is used this Scene, Iltani gains use of Robin Isaac's Gunlance for the rest of the scene (stats later).
- Balance:
- Level 1 - Ice Block. Standard Action. You encase yourself and allies in burst 1 in a block of ice. They become functionally Frozen, but may end this condition at any time voluntarily. While Frozen in this manner, you and your allies are invulnerable and recover two ticks of HP at the start of your turn. Enemies in burst 1 when you Ice Block are expelled.
- Level 2 - Stay Frosty - Shift Action. Your attacks this round optionally gain the Ice type, and you leave Ice hazards that cause enemies who cross them to trip and slide uncontrollably in the direction they were moving for the rest of their movement. Ice Block is a Swift action on the turn you use this.
- Level 3 - Cryofreeze - Standard Action. Use the move Glaciate as a Friendly weapon move. On an even-numbered roll all legal targets are slowed AND chilled. On subsequent turns, you may use this move instead of a struggle attack with Lightning Reflexes.
- Level 4 - Cold Fusion - Use the move Cold Fusion. This is a DB 10 Ice-type weapon move with Smite, AC 2. If Fusion Bolt or Fusion Flare were used this round or last round, increase the DB by 4 and make this a ranged 10 blast 5. This move ignores Ice resistance. The first time Iltani uses this move this Scene, create a link between her and Kyurem. While this link is active, Kyurem is Channeled by Iltani (Lekha may still Channel Kyurem), and they may use either Iltani or Kyurem's defense for any attack aimed at either, and split the damage any way they like among the two.
- Ability: Discipline becomes DISCIPLINE FEELS GOOD! (Discipline becomes At Will, and when you cure yourself of a status effect in this way, gain two Ticks of HP.)
- Ability 2: You gain the Lancer ability. This may break the Critical Hit Range cap.
- Technique 1: Idealist's Flame - Passive. You gain the move Sacred Fire (DB 8). This move counts as a Weapon Attack. This may be a Special move if the user wishes it.
- Technique 2: Wildfire - Scene. When using Sacred Fire, inflict the Wildfire status on your target before applying damage from Sacred Fire. Keep track of any damage you inflict on the target while they have the Wildfire status (this damage is 'Stocked'). At the end of your next turn, the Wildfire status is removed, and the target automatically takes 25% of the Stocked damage, applying only 1/4 of their respective Defense stat or damage reduction. +1 Sacred Fire DB.
- Technique 3: Sundowner - You gain the move Blue Flare. This move may be Physical. If the target would be Resistant or Immune to the Fire Type, this move deals normal damage. +1 Sacred Fire DB.
- Technique 4: High Noon - Daily. Declare this technique as a standard action on your initiative count, then use it at the end of the round. Make an attack roll against every enemy in line of sight, dealing Sacred Fire's damage to all of them. Roll damage dice again for a single target among those. +1 Sacred Fire DB.
- War Abilities (Only one may be active at one time)
- War Ability 1: Rose of Conviction x1 - Standard Action. Make an attack against two enemies within four tiles, or against all adjacent enemies. This cannot be countered. This may be used as flaming projectiles, or you may choose to use this as a Rune attack instead.
- War Ability 2: Hearts Aflame - Passive. Tiles you move through alight, granting passage only for allies, but giving an injury to any army who dares wade through.
- War Ability 3: Balanced Warfare - Standard Action, At Will. Redistribute Injuries on every ally within 5 as you see fit.
- Solano stuff:
- Solano may shift between Huge or Small form at will, as a free action. Solano gains the Inspiration Ability.
- Inspiration
- Static
- Trigger: This pokemon causes an enemy to Faint.
- Effect: Choose one effect: Gain +1 in a Combat Stage of your choice, or gain another Shift and Standard Action to use immediately. That extra Standard action may not be used to use a move you have already used this round, even if that move is At Will.
- BONUSSSSS:
- While manifested, Solano projects the Far-Reaching Idealism minor Legendary Aura, which grants the Reach 2 property to all allies and increases the size of EOT, Scene and Daily AOEs by 1. These bonuses add to whatever reach or expanded values the ally had before. Solano gains the Overwatch feature and additionally, when declaring Overwatch, can place fire hazards in the Overwatch area. Solano may also use any allied fire hazard (whether made by himself, Iltani, or an ally's Fire Pledge or rune effect) as an origin for its attacks.
- True Rune of Passion (Overflowing)
- --------------------------------
- Spells:
- Level 1: Shackled Heart - ~~Upgraded~~ Passive. Trigger: You roll 17-20 on an attack. Effect: You may spend 1 Level 1 MP to inflict the target with Deep Affection. This acts as Infatuation, but you may choose to have an enemy under Deep Affection intercept an attack for you. Their turn for the round is not used and they are cured of Deep Affection afterward. You can guarantee your next attack will inflict Deep Affection by using this spell as a Standard action instead.
- Level 2: Oath of Frenzy - Standard. You use the move Focus Energy. This move targets yourself and all allies within 4 meters.
- Level 3: Heart's Scream - Standard. You use the move Searing Shot. This move has the Friendly keyword, may be Physical or Special, and may be Fire or Fairy type. The turn after you use this spell, on your initiative tick, use this move again as a free action, and deals Resisted damage.
- Level 4: **NEW** Queen of Hearts - Standard. Use the move V-Create. This move is Special. You may spend an extra level 4 MP when using this spell. If you do, then when you use this move, tally up how many positive combat stages your allies have, including yourself. Treat your Special Attack as boosted by that many combat stages for this attack, to a maximum of +12. If you are adjacent to at least three allies, this move cannot miss.
- Ability: **NEW** Cruelty becomes Rakshasi Cruelty. Double the amount of injuries on the target for the purpose of 'points' for this ability. You gain additional effects to purchase with Cruelty:
- 1 injury: Bhuta's Unassailable Reaping - The target loses a Combat Stage.
- 1 injury: Zahara's Wrath - The target becomes Poisoned.
- 2 injuries: Ajagara's Fangs - The target begins Bleeding, losing a Tick of HP every round. This may be bought up to three times.
- 2 injuries: Bhumi's Kindness - Heal the target of two injuries after this ability resolves. You also recover two injuries and regain a Scene move or Feature.
- You additionally gain the Rivalry Ability when fighting Rakshasi, their Pokemon, **NEW** or Tasman Raeth.
- Ability 2: You gain the Enfeebling Lips Ability. You learn the move Lovely Kiss, and this Ability applies to any move with the word "Kiss" in it.
- Technique 1: Claws of the Beast - You gain the move Frustration, and it is always at maximum Damage Base. This move becomes Special if the user wishes it. Using Frustration often may trigger the Rune's darker nature more often.
- Technique 2: Rage of the Beast - Passive. When you Faint, you may pay 2 AP. If you do, you faint at -30% Hit Points instead. You gain the feature Desperate Strike and may use it on your own attacks. +1 Frustration DB.
- Technique 3: Mind of the Beast - You gain the move Return, and it is always at maximum Damage Base. This move becomes Special if the user wishes it, and benefits from increases to Frustration's DB. Frustration gains an effect range of 18-20 Enrage on target, and Return gains an effect range of 18-20 Suppression on target. Using Return often may help suppress the Rune's darker nature. +1 Frustration DB.
- Technique 4: **NEW** Heart of the Maiden - Untold revelations within your heart have awakened a new dance - the ultimate dance. You gain the move Revelation Dance (AC 2 DB 9 Normal Special EOT Burst 1). This counts as a Dance move created by you. When used by Soma, it may borrow the typing of any of Amrita's current Types. If used with Passing Waltz, raise one ally's combat stages +2 for a stat of their choice after dealing damage to the target of this attack. +1 Frustration DB.
- War Abilities (Only one may be active at one time)
- War Ability 1: Berserker State - Passive. If you are not at full HP, you counter-attack enemies an additional time.
- War Ability 2: Fools Rush In Where Angels Fear to Tread x2 - Shift Action. Ranged 5. Target an enemy unit - that unit moves up to five spaces towards you and loses 1 Defense for a full round as their leaders become overconfident and foolhardy.
- War Ability 3: Mortal Stampede - Standard. Rallying her allies, Soma clears all injuries from every adjacent unit and herself.
- Amrita stuff:
- Amrita now likes Sweet food in addition to the flavor it liked before. Amrita's Searing Shot is upgraded to the Spell version above. Amrita gains the Empower Ability.
- BONUSSSS:
- Amrita gains the Enchanting Transformation feature. Amrita gains the feature's bonuses to any applicable moves while transformed. When Transforming, Amrita may focus on bolstering one of the elements Enchanting Transformation provides damage reduction against (Fighting, Dark, Dragon or Bug). Amrita becomes Immune to the focused Type, and the transformation changes to suit as Amrita draws upon the connections Soma has made:
- Fighting: The Passions of Solitude - Amrita temporarily regains its older animalistic form. In this form, its typing is unchanged, it gains a Tick of HP with every damaging attack, and it gains the Magical Burst feature. http://t11.deviantart.net/z5yVJWFtB02QPUhCFwlpzodhmeQ=/300x200/filters:fixed_height(100,100):origin()/pre08/5ce6/th/pre/i/2010/261/4/5/victini_raeg_by_heatrailshade-d2yz7ok.jpg
- Dark: The Passions of Lekha - In this form, Amrita takes on aspects of Yveltal. Amrita gains the Dark type (replacing either Fire or Fairy) and a Sky speed of 8. Attacks in this form gain an effect range of 16-20 Heal Block and Amrita becomes a valid target for Lekha to draw a move from with Reaper's Retaliation. https://img02.deviantart.net/a112/i/2015/122/f/9/yveltal_x_victini_by_seoxys6-d85jebl.png
- Dragon: The Passions of Iltani - In this form, Amrita takes on aspects of Reshiram. Amrita gains the Dragon type (replacing either Fire or Fairy), and a sky speed of 8. Amrita gains the Fey Law feature, which may trigger on a Fairy or Fire attack. At Amrita's whim, fire attacks may instead deal Dragon damage. Amrita may consume fire hazards (allied or enemy) it walks over to gain a tick of HP per square. https://68.media.tumblr.com/00e0296209c9828d27e31ae70e30c7d1/tumblr_inline_onk53eh9xg1ufffz8_540.png
- Bug: The Passions of Katsuo - In this form, Amrita takes on aspects of Shaymin. Amrita gains the Grass type (replacing either Fire or Fairy), and a sky speed of 8. Amrita gains the Magic Bounce ability. Amrita may spend Katsuo's MP on his behalf to Seed a target with Root in the Impure, with Katsuo as the benefactor of the Leech Seed. Amrita deals +5 damage against a targwt with a status condition that would trigger Katsuo's Hex. https://s-media-cache-ak0.pinimg.com/736x/39/19/29/391929a1fc39631a23ed4dfc49579250--cute-pokemon-cutest-animals.jpg
- **NEW** Asura: The Passions of Somalakshmi Pari - In this form, Amrita merges with Soma to become a truly divine being. Her understanding of everyone and herself has peaked to the point that Amrita's power flourishes within her. Soma absorbs Amrita's move list and inherits his positive and negative statuses, abilities, capabilities, and legendary aura. Soma gains an optional initiative tick at Amrita's previous initiative, which she must use a Command to utilize. Soma gains the Fire and Fairy types, and may use any features that target Pokemon on herself, and otherwise may benefit from anything that can target a human trainer or a Pokemon. She does not gain extra health or stats. https://78.media.tumblr.com/c74321950a6a4692f7accb3ffac9d84e/tumblr_npzyvqlNyG1sprnr6o1_500.png
- Regardless of form or whether it's transformed or not, when manifested Amrita projects the Sureheart minor Legendary Aura, protecting allies within 5 meters from volatile status ailments.
- True Rune of Spirit (Rebirth)
- -----------------------------
- Spells:
- Level 1: Soul Talons - ~~Upgraded~~ Shift Action. Use the move Heal Block. This also removes any temporary HP the target already had, and you may remove one Coat or Blessing.
- Level 2: Protector's Retaliation - Passive. Trigger: When an ally expends a Blessing charge. Effect: Spend one level 2 MP. You may use an At-Will or EOT attack known by Yveltal against the foe who triggered the Blessing as a free action. Yveltal does not need to be present on the battlefield to use this Spell.
- Level 3: Return from Beyond - Standard Action. Effect: You mark the target with Reincarnation. When the target of Reincarnation falls below 0 HP or reaches ten injuries, they are returned to 70% HP and have all of their Injuries removed, even if they would have died. You may only mark a target with Reincarnation once per day. **NEW** You may target Lekha with this spell.
- Level 4: Memento Vivere - Standard Action, Ranged 8. Effect: Choose one effect: 1. A single target gains a Full Rest. 2. A blast 5 Friendly zone regains 50% HP. 3. Grant one Channeled Target the full extent of non true-rune abilities and moves of another Channeled target for the remainder of the Channeling. Equipment traits do not apply, but moves granted by equipment are legal.
- Ability: The Soulstealer ability becomes Soulsaver - In addition to Soulstealer's function, successfully using it on a target filled with unnatural hate purifies them of lingering evil. As usual, you may trigger this on Channeled ally attacks. Soulstealer's text changes from: "If the triggering attack killed its target, the user instead removes all Injuries and recovers all Hit Points." to "If this ability purifies its target of unnatural evil, Lekha or the triggering ally instead removes all injuries and recovers all Hit Points." Some targets may not be able to be saved.
- Ability 2: You gain the Probability Control ability. If you use this on an attack and it hits after the reroll, the target becomes Vulnerable for one full round. Death is inevitable. It comes for us all.
- Technique 1: Banshee's Voice - You gain the move Night Shade, using twice your level. Use triple your level if the target is under 50% total HP.
- Technique 2: Wings of Darkness - Once per Scene, choose a foe within 3 meters as a Free Action. For every Injury you or Pokemon you channel possess, the chosen target is Pushed 1 Meter in any direction and receives 5 damage (unreduceable), up to a maximum of 6 Injuries. Once per scene, add your HP stat to the damage you inflict with Night Shade.
- Technique 3: Defying Oblivion - You learn the move Oblivion Wing, and may use the higher of Adel's attack stats when using it. The health recovered by this move can be passed to Adel, or any ally adjacent to yourself or Adel. You may now add your HP stat to Night Shade's damage twice a scene.
- Technique 4: The Spirit Quickens - Passive. In the first round of every battle, Lekha is first in the initiative order. You may now add your HP stat to Night Shade's damage without limit.
- War Abilities (Only one may be active at one time)
- War Ability 1: Reaper's Scythe - Passive. Enemies within three tiles cannot recover injuries. Enemies with a single hit point remaining are unable to attack or counter-attack this unit.
- War Ability 2: It's Not Your Time - Standard. One defeated ally unit is returned to the field with 1 injury.
- War Ability 3: Spirit's Guidance - Passive. All adjacent units ignore movement speed penalties for all terrain, including normally impassable terrain. Adjacent units (or units that may become adjacent to Lekha during their turn) may hold their movement to move alongside Lekha's unit.
- Adel stuff:
- Adel may shift between Huge or Small form at will, as a free action. Adel gains the Living Shadow feature from Shade Caller, and Super Luck. All attacks against Adel to be treated as if they had Recoil 1/2 - add this value if the original move already had Recoil.
- BONUSSSSS:
- Adel may use the Sage feature as a Swift Action. When Reaper's Retaliation is used and Adel is on the field, apply the Sage feature as a free action to that ally. This damage reduction applies to the attack that triggered the blessing for Reaper's Retaliation, if applicable. When manifested, Adel projects the Death Ward minor Legendary Aura, negating critical hits against all allies within 5 meters.
- **NEW**
- Lekha gains the Spiritflesh trait, granting her resistance to Normal and Ghost type, and Immunity to Curse. She becomes magical in nature, like a yokai, but she still exhibits normal signs of life, like bleeding, needing to sleep, etc.
- Adel gains a second HP bar, permanently.
- True Rune of the Heavens (Fallen)
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- Spells:
- Level 1: Delta Shredding - Special. Use the move Razor Wind. The Set-Up effect of this move is a Shift action. The resolution is a Standard, as normal. This move is considered Flying type. The user can shift up to his Overland speed as part of the Set-Up.
- Level 2: Locked.
- Level 3: Locked.
- Level 4: Locked.
- Ability: You gain the ability Regal Challenge.
- Ability 2: Locked.
- Technique 1: You gain the move Chatter (DB5). This may hit airborne targets, regardless of height.
- Technique 2: Locked.
- Technique 3: Locked.
- Technique 4: Locked.
- War Abilities (Only one may be active at one time)
- War Ability 1: Winds of Change x1 - Swift. Move up to three targets (ally or enemy) within five tiles, one tile in any direction.
- War Ability 2: Locked.
- War Ability 3: Locked.
- Summon
- ------
- Summoning your Legendary from your True Rune is identical to releasing a Pokemon from its ball, action-wise. Your Legendary appears within ten spaces of you, and ready to enter battle. These are powerful Pokemon, but there are some caveats to how they work.
- First of all, when you Summon your Legendary, your True Rune's Spells cost double the normal amount of MP to cast, and any Moves you learned from that Rune become Suppressed. Furthermore, if your Legendary Faints, your True Rune becomes disabled until you have a chance to take an Extended Rest, or are able to apply appropriate medicine to the injured Legendary. Try to return a Legendary at critical HP to its Rune unless you're confident!
- Also, Legendary Pokemon do not gain Experience in the normal sense. Any experience that would have been distributed to them can instead be distributed at no penalty to any other Pokemon you own. Their level is equal to (1.5 your Trainer Level) + 5, putting their initial level squarely at 26.
- The True Runes respond to their bearer's desires, in a fashion and can change to suit them. You can pick your Legendary's nature freely. They can also use any of the Spells, Abilities, or Techniques (including passives) the Rune has, as if the Trainer were using them (keep in mind the restrictions while the Legendary is out still apply - double MP cost and suppressed Moves).
- Once a True Rune becomes strong enough, Summoned Legendaries begin to exhibit Legendary Auras and will be able to learn moves possessed by their bearer's Pokemon with Tutor Points.
- Oh, yeah, and you can't Imbue Legendaries (yet). Sorry!
- Level 26 Shaymin
- Grass/Dark
- Base Ability: Natural Cure
- Level 26 Reshiram
- Fire/Dragon
- Base Ability: Turboblaze
- Level 26 Victini
- Fire/Fairy
- Ability: Victory Star
- Level 26 Yveltal
- Dark/Flying
- Ability: Type Aura (Dark)
- Depending on their nature, their movesets may mutate accordingly.
- Imbue
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- Those who possess True Runes can unlock the full potential of their bonded Pokemon, a process that takes expensive crystals and accessories for normal trainers. As an extended action, synchronize with a number of Pokemon equal to the open Spell levels of your Rune. As a Swift action from either the trainer or their Pokemon, you may Imbue synchronized Pokemon with incredible power, inducing Mega Evolution. You may synchronize with different targets during downtime (give me prior notice so I know what to give them). A Level 2 or higher Rune grants further abilities to Imbued pokemon.
- A Pokemon with a Mega Elemental-Type Affinity may Mega Evolve even if they are not yet fully evolved, and usually gain an additional benefit related to the type they have an affinity for.
- Rune of Purity Imbue Bonus Level 2: Purity - Any negative status effects inflicted on this Pokemon after Mega Evolution become immediately transferred to the one that inflicted them, and Hazards in Burst 1 are destroyed. The Imbued Pokemon Resists Grass type attacks in Mega Form regardless of their Type.
- Rune of Ideals Imbue Bonus Level 2: Common Ground - Choose an Ally when this Pokemon Mega Evolves. This Pokemon gain all Coats, Combat Stages, and Temporary HP that ally possesses. The Imbued Pokemon Resists Fire type attacks in Mega Form regardless of their Type.
- Rune of Passions Imbue Bonus Level 2: Appeal - When this Pokemon Mega Evolves, enemies of the opposite sex cannot target them. The Imbued Pokemon Resists Fairy type attacks in Mega Form regardless of their Type.
- Rune of Death Imbue Bonus Level 2: Return - When this Pokemon would faint while in Mega Form, change their negative HP total into its positive equivalent and they take two Injuries instead. The Imbued Pokemon Resists Dark type attacks in Mega Form regardless of their Type.
- WARNING: NEW HOUSERULE APPROACHING
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- After unlocking your EX Class, you get one of Weapon of Choice or Arcane Weapon Training for free. If you already have the relevant feat, you may select a different feature to take instead.
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