YANFANG -- CLASS -- SACRED KATAS
Sacred Katas
(Sword focus)
str: 20 agi: 45 end: 45 int: 25 per: 30 cha:25
The esoteric and exoteric KATA traditions recognize development with the bestowing of sashes:
Esoteric: white, yellow, orange, green, blue, brown, purple, red, black
Exoteric: black, red, indigo, purple, brown, blue, green, orange, yellow, white
The universal traditions recognize development with a robe, a cloak, and a weapon.
Sun: weapon
3-4: tier 1
5-7: tier 2
8: tier 3
Moon: cloak
3: tier 1
5: tier 2
7: tier 3
Heavens: robe
4: tier 1
6: tier 2
8: tier 3
1: Esoteric
Kata of the Inner Light -- personal buff
1: gain initiative bonus equal to half the highest diamond card rounded (up to 5)
3: gain +1 movement bonus for 10 turns
5: +10% all saves, +10% attack for 10 turns. gain +10% strength and +10% agility for 10 turns.
7: gain damage bonus equal to highest diamond card (up to 10) for 7 turns.
Kata of the Inner Dark -- ability damage
2: unleash a strike that deals Y perception damage in addition to xd6 physical damage
4: combination of attacks debilitates opponent, dealing Y+1d6 physical damage, as well as an additional 1d6 agility and 1d6 strength. if 3 6s are rolled, opponent is immediately crippled without a save.
6: stunning strike: deals 6 intelligence+ xd6 damage, opponent must make intelligence save or get stunned for 3 turns.
8: feinting counter strike: any parry that results in a successful a/o, that a/o deals an additional 4 endurance and 4 charisma damage; opponent must make CHA save or lose composure, resulting in losing 1 turn of action.
Kata of the Inner Grey -- mental defense
3: increase intelligence saves by 5%, +5% save against stuns, increase ADR (int)+1
4: increase charisma saves by 5%, additional 10% save against charm/pacify spells, increase ADR (cha)+1
5: increase all perception saves by 10%, additional 5% against madness/fear spells, increase ADR (per)+1
6: increase all mental ADR +3, increase INT, PER, CHA saves by 10%
swap two ability scores for x turns, can revert any time.
2. Exoteric
Kata of the Outer Light -- ally buff
1: adds +5% to all heart skill checks
3: healing rite: add +2 to all healing
5: circle of protection: allies receive +1 DR, in addition, you can protect any ally you are in melee range of. if they are attacked, you can counter attack as a triggered action. this can only occur once per turn.
7: Healing circle: tap card, heal all allies for 7, and one ally for an additional 5d6 damage
Kata of the Outer Dark -- damage
2: adds +1 damage, +5% spade skill when using chosen weapon.
4: gaping wound: attack causes a bleed that adds 2 damage to blood pool on first round, 6 damage on the second round, and 14 damage on the third round.
6: adds 5 agility damage to all your basic attacks for 6 turns.
8: burst: unleash darkness, adding y+xd6 to any successful attack.
3 attack combination
bleed
Kata of the Outer Grey -- physical defense
3: -2 damage/turn, add +15% to parry attempts, +1 DR
4: -1 damage (up to -5)/turn, add +5 % dodge or +5% evasion (up to +25%)
5: -5% spade skill (up to-25%), add +1 DR (up to +5) and +2% heart skill (up to +10%)
6: adds +3 DR. passive: any time you are attacked by a projectile and have parry attempts remaining, you may make a spade check. If you succeed the spade check, you can deflect the attack, which counts as a parry. However, if 3 degrees of success are attained you can tap this card and deal up to Y+xd6 damage (but not exceeding projectile's damage) back to the attacker.
3. Universal
Kata of the Sun: (Spade or Club)
martial: trip, stun, disarm, lower opponent defense+lower opponent DR, overwhelming attack, successful attack chains increase in damage, 1/4 Aoe, 1/2 Aoe,
Two-hand Sword -- martial or magic
Two-hand Staff -- martial or magic
1: weapon --> passive, successful parries allow A/O against attacker any time 3 degrees of success are attained
magic --> passive, gain highest diamond card worth of free movement (up to +10, or 50 ft) per turn while making a channeled attack.
2:
weapon --> passive, add +5% spade skill to parry
3:
weapon --> 2d6+trip, agility check
4:
weapon --> 3d6+stun, intelligence check
5:
weapon --> passive, adds +10% to a/o; active: Make two attacks, 5+2d6 each, both ignore 3 DR
6
weapon --> passive, successful parries deal 1d6+str to opponent
weapon --> 1/4 AOE: 4+4d6
7
weapon proficiency: gain +2 DR, gain +5% block chance
2 attacks: 1/2 AOE --> 4+4d6
8
overwhelming attack sequence: make three attacks, dealing 7+3d6 damage each. first attack opponent receives -5 % defense, second -10%, third -15%.
weapon --> Graceful Mercy: powerful stab deals 50 damage, 75 if opponent is crippled. 100 if opponent's hearts are lost.
magic -->
Kata of the Moon: (Diamonds, opportunistic striking)
1: you gain highest spade card (up to 10) bonus damage to any and all a/o
2: if you dodge an attack with 4 degrees of success, gain a/o against attacker
3: any time you trip, stun, or drop opponent's defenses, gain A/O
4: passive: any time you flank opponent successful attacks deal additional +3d6 damage
5 Passive: If you attack from stealth, add +3d6 damage. Active: When you attack from stealth you can choose to attempt to trip, stun, or otherwise lower opponent's defenses against opponent's relevant save.
6: any time you trip, stun, or drop opponent's defenses, your next strike gains +15% to hit and deals +3 damage.
Kata of the Heavens: (Evasion, stealth, speed)
1 when moving gain DR equal to half your highest diamond skill card rounded down (max 5).
2 passive: all a/o can be dodged without penalty
3 +5% stealth, +5 evasion, +5% dodge
4 passive: gain +1 movement for 3 turns and +1 DR for 3 turns after successful dodge check.
5 when you choose to sprint, you can move triple instead of double your movement speed
6. 10% bonus to stealth, +2 movement while hidden
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