Tempel und Schreine

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In den heiligen Tempeln und Klöstern von Ataraxia kann man kostenlos übernachten, beten,
mit den Mönchen sprechen, und auch besondere Techniken erwerben.
Die Techniken sind ein gut gewahrtes Geheimniss und um sie zu erlernen
ist natürlich eine Spende für den Orden notwendig.



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Ki Attack
(Available from Level 1)
Allows the character to "gather Ki" for one round to perform a "Ki-charged" action of choice in the next round.
Power = X x2
Cost: 400 Cell

The effect is too fleeting to combine with LONG-LASTING runes.


Enhanced Ki Attack
(Available from Level 12)
Allows the character to "gather Ki" for one round to perform a "Ki-charged" action of choice in the next round.
If it is a normal attack, precision is additionally sharpened.
Attack = X D 20
Power = X x2
Cost: 880 Cell

The effect is too fleeting to combine with LONG-LASTING runes.


Zui-ken-shen
(Available from Level 3)
(Ninja, Thief / Quick attack / X [based on "Attack Combo"] D6 +4)
Cost: 440 Cell


Bo-kyo-wai
(Available from Level 10)
(Ninja, Thief / Weakens the enemy's defense / Enemy SK- 1 D10 [1x/Enemy])
Cost: 1000 Cell


Provoke
(Available from Level 10)
(All / Weakens the enemy's defense / Enemy SK - 1 D3 [Unlimited])
Cost: 1200 Cell


Dai-Ten-Hyu
(Available from Level 14)
(All / Concentration to restore Skill / 1 D5 regenerate own Skill)
Cost: 880 Cell


Blown Kiss
(Available from Level 5)
(All / A kiss to support a friend or weaken an enemy)

  • To a Friend: (1d6 roll) Healing: 1-3 = Fail, 4 = Mana x 2 HP, 5 = Mana x 4 HP, 6 = Mana x 8 HP healing
  • To an Enemy: (1d6 roll) Damage: 1-3 = Fail, 4 = Mana x 2 damage, 5 = Mana x 4 damage, 6 = Mana x 8 damage

(Category: Magic-like / Psychological. Works ONLY on Humanoid, Beast, Demon types)
Cost: 660 Cell


Breast Counter Bounce
(Level - Upgradeable *****)
(For female characters only - Free Action)
(Distracts and confuses fleeing human : Attack - ?, for 1 turn)
Cost: 5000 Cell


Intimidate
(Level - Upgradeable *****)
(For male characters only - Free Action)
(Scares off demi-human & beast - type opponent. Makes target leave the battlefield.)
Cost: 3000 Cell


Evil Eye
(Level - Upgradeable *****)
(Reduces the enemy's SK by 1-5 on "failure")
(On "sucess" it scares away demi-human & beast type opponent. Makes target leave the battlefield.)
Cost: 6000 Cell


Boomerang Toss
(Level - Upgradeable *****)
(Master Hunter selection feature ONLY)
Allows the hunter perfect handling of the boomerang. The boomerang is used as a weapon in combat just like a normal attack - additionally, each hit has a 50% chance of a "repeat hit," dealing the boomerang's damage again to the target. With a * this damage is single, with ** it counts twice, with *** three times, and so on. The "repeat hit" is determined by an additional (even/odd) roll - even number hits! The boomerang is also compatible with all special attacks, but its unique function does NOT apply in that case.
(Available after choosing "Master Hunter")


Beast Master
(Level-upgradable *****)
(Only available as a Master Hunter feat)
Allows the hunter to control a monster and/or beast engaged in combat for the duration of the fight, provided the SK of the creature is overcome. Multiple creatures can be attempted one after the other.
(Available for selection after achieving "Master Hunter")


Capoeira
(Level-upgradable *****)
(Only available as a Master Bard feat)
Enables the bard to perform 1-5 additional combo strikes as part of their normal attack combo, although only as w6 rolls!
(Unlocked after achieving "Master Bard")


Merodye’s Lullaby
(Level-upgradable *****)
(Only available as a Master Bard feat)
Puts one creature to sleep for ?? minutes, but it can be awoken forcibly.
Can be blocked with "Serenity."
5500 Cell


One Strike - Seven Deaths
( - )
(Only available as a Master Ninja feat) (Weaponless only)
A strike targeting one chosen opponent, 1 w?. If successful, the user’s Power temporarily increases by +11, and total damage is multiplied by 7. Alternatively, the seven hits can be distributed among present enemies without needing separate attacks.
1500 Cell


Medium
(Level-upgradable *****)
(Only available as a Master Necromancer feat) (Naturally weaponless)
Allows summoning of spirits. Similar to "summon," a spirit crystal is needed to bind the spirit. Summoning a spirit costs 3 LP, requires a healing stone, and takes as long as a "summon." Damage suffered by the spirit may also be felt by the summoner.
5000 Cell


Angel Lance
( - )
(Only for Winged characters or Psy Wings users)
The user leaps off the ground into the sky, remaining airborne for one round. In the next round, they dive at their target, dealing damage.
(Normal Attack: total dmg x 1 w6.
Maximum rolls may count multiple times, potentially affecting passive skills.)
6000 Cell


Kamikaze
(Level-upgradable *****)
(Only for Winged characters)
A risky attack on an enemy, costing 50% of the user’s HP. The damage inflicted on the enemy is substantial.
6600 Cell
1
= mana + total dmg x2
2 = mana + total dmg x3
3 = mana + total dmg x4
4 = mana + total dmg x5
5 = mana + total dmg x6


Critical Strike [Arm]
(Lowers enemy attack dice) = Status effect "injured: arm"
(Activated on a maximum roll. Reduces the enemy’s attack dice to 1.)
If two maximum rolls occur in the attack, the enemy is also unable to use special attacks.
8000 Cell


Critical Strike [Leg]
(Prevents escape) = Status effect "injured: leg"
(Activated on a maximum roll. Prevents "Run" - the enemy cannot flee.)
If two maximum rolls occur, the enemy is also unable to use special attacks.
8000 Cell


Weapon Mastery [??? Weapon]
(Lowers enemy morale) (Duration: 1 battle)
Reduces the attack of all nearby enemies by 1 on every maximum roll.
(Does not work on undead, spirits, machines, constructs, or enemies with more than 5000 HP)
8800 Cell


Wind Rose
(Level-upgradable *****)
(Weaponless only)
A special combat technique, easy to learn but difficult to master. It allows the user to knock an opponent out of the combat zone using kinetic energy, provided the enemy’s SK is overcome and the user’s Kg strength (up to 800) surpasses the enemy’s remaining HP.
Damage is calculated as Pwr x roll result. On a [6], it penetrates all shield buffs and runes (e.g., Holy Shield, Holy Aura, Granite Mantle).
1000 Cell


Illusion-Strike
(Level-upgradable *****)
(Ninja, Thief)
A strike that ignores the enemy’s defense, dealing +50% more total damage.
One number between 1 and 6 is chosen before the attack. For each time that number appears in the roll, the user hits the enemy. Typically used on one target. The enemy’s SK is completely ignored.
If the user also knows "Illusion," no further points are needed in this skill; instead, the skill level of "Illusion" applies.
On a [6] in the roll, it may penetrate all shield buffs and runes (e.g., Holy Shield, Holy Aura, Granite Mantle) IF hits apply.
800 Cell


Shriek
(Level-upgradable *****)
(Only for female characters with Power under 10, HP under 500, and SK under 5)

  • Free Action
  • Usable once per battle
    (Only effective against "Humanoid" type)
    Briefly reduces the attack of all humanoid enemies in the area whose SK is overcome to 1 w, their skill levels to 1, and their SK by -5. Can be blocked with "Serenity."
    400 Cell

Master of the Three Elements
(Mage, Ninja) (Weaponless) ( * * * Level-upgradable)
Calculates total damage from combined elements:
Example:

  • Strike of Fire,
  • Thunder,
  • and Earth -
    A technique that delivers a deadly combo of three elemental hits. Mana and elemental forces are infused, but if the opponent has a Holy Aura, the attack loses half its effectiveness, and the Holy Aura is destroyed. A Holy Shield is also destroyed, but it does not reduce damage.
    If the enemy has an elemental protection rune active, the attack automatically fails.
    Damage is calculated as:
* mana x Pwr = dmg
** mana x Pwr x2 = dmg
*** mana x Pwr x3 = dmg
Once chosen, the three elements become a permanent part of this skill!
(QUEST)
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Ambush

(Thief with "Hide" at least Lv4) (Lv - Upgradable *****) (Overall result counts)
Allows the user to ambush a target while hidden. The SK of the enemy must first be surpassed.
(This roll is considered a free action and does not consume a turn!) If successful, the enemy can be attacked at will (except with magic!). The overall damage of the attack is increased by 50%, and the user is no longer hidden.
Caution: If the roll fails, the enemy strikes first.
(QUEST)


Tragic Melody

(Bard with "Sing, Perform" at least Lv4) (Lv - Upgradable *****)
A song about sorrow and the futility of war.
The affected target suffers all the damage inflicted that round once more, with damage from both player and enemy sides added together. The more overall damage dealt in that round, the greater the pain inflicted on the chosen target.
This ability only affects a single target within the battle area and can be blocked with "Composure" (if the Bard’s roll is surpassed).
Cost: 11,000 cell


Exploding Defense

(Knight, Mercenary / Extreme Block) (Usable as a counter-like move immediately upon blocking, or 1-2 points below the current SK value.)
Has a "Crushing Blow" effect with a 100% hit rate but is limited to its base version.
Warning: Your weapon may be destroyed with a roll of 1d100, where values of 90+ destroy it. A destroyed weapon is beyond repair.
This move can also be used unarmed; gloves won’t be destroyed. However, if rolled over 89, the user is thrown back, taking 50% of their current HP as damage.
This technique is ineffective with projectile weapons!
Cost: 3,000 cell


Open Stance

(Prerequisite: Counter Skill)
Extends the theoretical Counter range by ±2 points from the current maximum SK. The actual SK does not change. If struck over SK, incoming damage is increased by 50% per hit, but a normal attack counter can be performed immediately. This skill usage must be announced before the opponent's attack round.
Cost: 5,000 cell


Purgatory

(From Lv14) (Priests or Master Mikos / Shinto only) (Lv - Upgradable *****) (Holy & Fire element magic against ALL enemies. Damage decreases with more enemies on the field.)
Formula: [MANA + (2x Healing Lv)] x Roll Result;  divided by the number of enemies = damage per enemy.
Example: Healing Lv5 = 10 = +  Mana.
Damage is equally Holy and Fire. If the target is immune to either, 0 damage is taken.
Cost: 3,300 cell


Emotional Outbreak: XXX

( - ) Requirements:

  • Own HP at 50% or less
  • Partner KO or DEAD
  • Both in the same battle area

(When the partner is fatally struck in combat, this skill activates, boosting Power. The user’s Power is multiplied x3 for the rest of the battle, even exceeding standard limits. Gloves are excluded from this bonus; other enhancements are included.)
The "XXX" should be replaced with the partner's name.
Cost: 1,000 cell


Emotional Outburst: XXX

( - ) Requirements: No Emotional Outbreak learned

  • Own HP at 50% or less
  • Partner KO or DEAD
  • Both in the same battle area

(When the partner is fatally struck in combat, this skill activates, boosting spell damage. Elemental magic damage is increased by +30%.)
The "XXX" should be replaced with the partner's name.
Cost: 1,000 cell


Body-Relocation Jutsu

(Lv - Upgradable *****) Requirements:

  • Athletics Lv5
  • Battlefield: Forest / Or "Alter Ego Dummy" equipped in Passive Slots (each dummy occupies 1 slot)

(Usable at any time during combat, consuming no action. To dodge an attack that would normally hit, roll 1d6. If the total (including current SK) surpasses the enemy's attack or spell value, the user is replaced with a dummy, appearing a short distance away. Only the lowest value in a combo needs to be beaten. Works even against spells and runes.
If successful, the "Alter Ego Dummy" loses HP equal to the damage it absorbed. It's wise to carry multiple dummies. Equipping a new one from a bag costs one action. Damaged dummies can be repaired with Versatility. In forests, the skill is free once per battle.
It can also be used to exit a battlefield, avoiding area attacks. In this case, the roll counts as an escape attempt, but the enemy may still pursue.)
Cost: 2,200 cell
Dummy HP: 100; Price: 500 cell each


DT Stance ***

(From Lv10)
Minimum Roll: [6]
Demi Terror Stance can only be initiated during combat, lasting until the end of the battle.
Reduces incoming magical and physical damage by 50%, except for unarmed attacks. Calculated after other reductions.
Cost: 2,200 cell


Vital Synchronization ***

(From Lv15)
Minimum Roll: [Target SK]
Keeps the target alive as long as the caster remains conscious (1 HP remains). The target cannot be the caster. Only works within a radius of 8 meters on the battlefield.
Cost: 4,000 cell


Sharpshooter ***

(Master Deadeye with "Hunter’s Aimed Shot Lv5")
Temporarily enhances ranged weapon damage by shifting points from current SK to ranged weapon damage. Requires a full round, making the user more vulnerable. The SK reduction and damage increase ratio depends on the skill level.
1 SK point reduction = Damage +1/+2/+3 per skill level, valid until the next offensive action.SK returns to normal afterward.
Cost: 1,000 cell


Ranged Specialist *****

(Passive; unlocked with "Master Deadeye")
Adds precision-based bonus damage to ranged weapons based on the 'base attack precision'.
Works with any ranged attack.

  • * Precision up to 6 added to weapon damage
  • ** Precision up to 10 added to weapon damage
  • *** Precision up to 14 added to weapon damage
  • **** Precision up to 18 added to weapon damage
  • ***** Precision up to 20 added to weapon damage

Perfect Execution *****

(Master Ninja Feat)(Unlocked after achieving Master Ninja)
Usable only with Wakizashi/Katana/Masamune/Murasame
Halves the user’s current SK for the rest of the battle, even if the attack fails.
A skillful slash that can knock out or kill the target if the damage exceeds the target's HP. Otherwise, it has no effect.

Damage Formula:
(Pwr+WeaponDmg)+(EnemySKx2)(Pwr + Weapon Dmg) + (Enemy SK x2) x (Skill Lv) x3
 


Royal Execution *****

(Master Ninja Feat)(Unlocked after achieving Master Ninja)
Usable only with Wakizashi/Katana/Masamune/Murasame
The enemy’s double SK must be surpassed. Halves the user’s SK for the rest of the opponent’s round, even if unsuccessful.
An attack capable of harming multiple enemies on the battlefield.

Damage Formula:
(Pwr+WeaponDmg)x(SkillLv)x2.5(Pwr + Weapon Dmg) x (Skill Lv) x2.5 / Number of enemies targeted
 

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Zero Stance

(Prerequisite: Lv l0)
Reduces the user's natural SK to 0 for this turn - but also increases the user's power by +120 and their (normal) attack combo's hit precision by +12 ea. in their turn. The power / accuracy boost is however only applied, if the normal attack combo is used.
Cost: 6,000 cell

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Fury Burst *

(Minimum Requirement: Lv 10)
Usable only during combat.

Allows the user to perform 2 actions in a chain instead of 1 during their turn. However, both actions must be legitimate and rule-compliant.

This ability can only be used after the user has taken damage at least 5 times during the battle (whether magical, elemental, or physical). Each instance of damage must be 10 or higher. After activation, the damage-tracking resets.

[!] Notes:

  • The damage must be actual, not theoretical.

  • The user cannot damage themselves to trigger it.

  • The Hyperfrost Rune resets the Fury Burst counter back to 0.

  • For Puppeteers, both the puppeteer and their puppet (if present on the battlefield) gain 2 chained actions — totaling 4 actions.

Cost: 5000 Cell


Ninju ***

(Minimum Requirement: Lv 14) (Unarmed) (Ninja)
(Required Knowledge: Grabbing and Holding)

This technique allows the user to silence a currently held enemy and knock them unconscious in the following round.
(Skill check vs current enemy SK incl. armor)

The unconscious enemy is considered "asleep" and will only awaken from loud noise or sudden movement.
Afterward, the enemy is freed (even on a failed attempt).

Cost: 3000 Cell


Jundo ***

(Minimum Requirement: Lv (Unarmed)
(Enemy must be same size or larger than the user)
(Required Knowledge: Grabbing and Holding)

This technique lets the user throw a currently held enemy over their shoulder in the following round, possibly causing significant damage.

(Skill check vs current enemy SK incl. armor)
Damage formula: (User Kg Strength + Enemy Kg Strength) × User’s Attack Combo Count = dmg
This damage has no element and is not reduced by the Granite Mantle Rune.
Afterward, the enemy is freed (even on failure).

Cost: 2000 Cell


Wrist Whipe ***

(Minimum Requirement: Lv 16) (Unarmed)
(Required Knowledge: Grabbing and Holding)

This technique lets the user twist the wrists of a currently held opponent in the next round, forcing them to drop their currently active weapon(s).
(Skill check vs current enemy SK incl. armor)
Afterward, the enemy is freed (even on failure).

Cost: 1500 Cell


Titan Grip *

(Minimum Requirement: Lv 4) (Unarmed)
(Required Knowledge: Grabbing and Holding)

This technique allows the user to grapple enemies that are 1 size category larger than themselves!

Cost: 900 Cell


Trick Slash ***

(Thief /or/ Ninja only)
(Minimum Requirement: Lv
1–3w X dmg +20

The user attacks with Trick Slash. The hit rate (X) corresponds to the user's standard attack hit rate.
Each missed (not "blocked"!) Trick Slash adds +20 bonus damage to the skill’s power in the next round.
This bonus stacks infinitely but resets when a hit lands or when the battle ends.

Cost: 500 Cell


Flash Combo *

(Minimum Requirement: Lv 16) (Unarmed)
(Monk Guild)
Allows extended combo attacks. (Passive)

If a Normal Attack rolls a maximum result on the die, the hits are counted, and the die may be re-rolled immediately.
This continues as long as the max result is rolled, allowing the fighter to score more normal hits than usual.

Any additional side effects triggered by "maximum die result" also apply each time.

Cost: 2200 Cell


Witch Shot *****

(Minimum Requirement: Lv 14) (Master Witch only)

A stabbing pain that instantly shreds the target's nervous system.
The stronger the enemy, the more effective the curse.

Damage formula:
(Enemy Power + Caster Mana) (each incl. buffs) × Enemy SK = dmg

Consumes 1 Spirit Crystal per cast
A Calmness save is possible (as it's a Curse-type skill).
Bypasses all shields and barriers, except DT-Stance.

Cost: 2400 Cell


Blade Doggo *** (Passive)

(Garou Only – Wolf Form)

A secret technique that allows the wolf to carry and fight with sword-type weapons in its mouth.

! Only 1 sword can be used this way, even if the character has Twin Weapon Dance.

Lv 1: 50% Weapon Power
Lv 2: 100% Weapon Power
Lv 3: 150% Weapon Power

Cost: 1100 Cell



Rushing Energy Surge
*

(Minimum Requirement: Lv 18)

A resilience technique that doubles the user’s current HP.
(This also doubles the death threshold.)

Drawback: The user can no longer perceive damage.
The GM or opponent may not announce damage in numbers, but must still track it secretly and inform the user if they’re KO’d or dead.

This ability can be activated/deactivated freely.
If the user sleeps for 6+ hours, it automatically ends (as HP regenerates).
If manually deactivated, the user’s HP drops to 1.

Cost: 1800 Cell



Steel Body
***

(Minimum Requirement: Lv 10)

A resilience technique that protects the user’s SK from loss.

4–8: Protects 2 SK
9–13: Protects 4 SK
14–18: Protects 6 SK

This state is nullified if the user is poisoned (regardless of the poison type).

Cost: 2000 Cell

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Shield Bash***

(Minimum Requirement: Lv 3)
An offensive attack method that uses a currently equipped shield for a powerful bash.

Damage Formula:
 [Power + Roll Result + Schild's current HP] x Skill Lv. = dmg

After a successful hit, the current HP of the shield is halved.
The attack becomes weaker the lower the shield's HP is.
If the dice roll shows two matching numbers, the user may immediately perform one additional action of their choice.

Cost: 2800 Cell


Shadow Diver*****

(Minimum Requirement: Lv 11) (Thief or Ninja only)
A technique that allows the user to exploit the blind spot of a large enemy.

Against one selected enemy, this increases:

  • Accuracy of the user’s normal attack combo by +3

  • Number of dice rolled for one skill of choice by +1

These effects last until the user is discovered.

Conditions:

  • Only works against enemies at least 3 size categories larger than the user

  • Affects only 1 chosen enemy at a time. Changing the target requires a new roll, and the previous target becomes aware of the user again

  • Initial roll: Skill check vs enemy's SK

  • Once the user attacks that enemy, the enemy can attempt to detect the user via a free action:
    Roll 1d4 + their natural SK.
    If the roll fails, the enemy’s next attempt gains +1, then +2 the time after, +3, and so on

This technique is considered mechanically as "Hidden".

Cost: 2400 Cell


Dragon Pulse (Anniversary Special)

(Amulet? Scroll?)
Cost: 7777 Cell
Usable once per day

The Dragon Pulse manifests as a single, all-penetrating shockwave affecting all entities (friend and foe) on the battlefield.
Specifically, all those whose MAX HP (including magical items etc.) is lower than the user’s current Power × 100 (without weapon) immediately fall unconscious (→ Sleep).

Can only be blocked with a Serenity (Gelassenheit) save over 20.


Flesh-Eater (Anniversary Special)

(Amulet? Scroll?)
Cost: 7777 Cell
Effect:
1d10, then: Current Power (without weapon) × 5 = dmg

Whenever the user lands a killing bite with Flesh-Eater,
they gain 1% of the target’s Max HP as a permanent HP bonus.
However, no Cell is gained from that enemy.
(Items may still drop.)


Epic Shimmer (Anniversary Special)

(Amulet? Scroll?)
Cost: 7777 Cell
Activatable Passive Skill

Prevents nearby enemies from directly addressing the user.
This makes the user immune to targeted spells.
Area-of-effect spells can still affect the user.

Friends (as perceived by the user) can still interact normally, speak to them, or cast beneficial spells.

 

Can only be blocked with a Serenity (Gelassenheit) save over 20, rolled before each action the enemy wants to take.

 
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