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
DIAMOND
A: gain initiative bonus equal to half the highest diamond card (minimum of 1; maximum of 6)
3: gain +2 movement bonus for 10 turns, or +1 movement for 20 turns.
5: +10% all saves, +10% attack for 10 turns; also gain +10% strength and +10% agility for 10 turns.
7: gain damage bonus to all attacks, including spells, equal to highest diamond card (up to 12) for 7 turns.
Kata of the Inner Dark
SPADE
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
HEARTS
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
CLUBS
A: adds +5% to all heart skill checks for END+PER turns
3: healing rite: add +2 to all healing for PER+CHA turns
5: circle of protection: for 10 turns, allies receive +1 DR, in addition, you can protect any ally you are in melee range of. if they are attacked, trigger A/O no more than once per turn.
7: Healing circle: tap card, heal all allies for 7, and one ally of an additional 5d6 damage
Kata of the Outer Dark
SPADES
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 1 of your basic attacks for 6 turns.
8: burst: unleash darkness, adding y+xd6 to any successful attack.
3 attack combination (+1d6 damage/attack)
Kata of the Outer Grey
HEARTS
3: you make take a -2 damage penalty/turn to add +10% to parry attempts, OR +2 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: If tapped: add +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 back to the attacker.
3. Universal
Kata of the Sun
SPADES
SPADES
A: weapon --> passive, successful parries trigger A/O; if parry exceeds 3 degrees of success, the A/O is free.
2:
weapon --> passive, add +5% spade skill to parry
3:
weapon --> 1d6+trip for 1 turn against agility check
4:
weapon --> 2d6+stun for 1 turn against intelligence check
5:
weapon --> passive, adds +10% to a/o; active: Make two attacks, 5+1d6 each; if both are successful, lower target's defenses by 10% for 5 turns.
6
weapon --> passive, successful parries deal 1d6+str to opponent
weapon --> 15 ft AOE: 4+4d6
7
weapon proficiency: gain +2 DR, gain +5% block chance
2 attacks: 30 AOE --> 4+4d6
8
overwhelming attack sequence: make three BA, which add 7+1d6 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.
Kata of the Moon
DIAMONDS
A: you gain highest spade card (up to 10) bonus damage to any and all a/o
2: dodging an attack in melee triggers A/O; if the check exceeds 4 degrees of success, the A/O is free.
3: (passive): any time you trip, stun, or drop opponent's defenses, trigger 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 (passive): any time you trip, stun, or drop opponent's defenses, your next strike gains +15% to hit.
Kata of the Heavens
DIAMONDS
A 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. 15% bonus to stealth, +3 movement while hidden
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