SAMURAI
As a river flows -
The Samurai shifts also.
Ebbing, freezing, thaw!
Samurai's flowing attack Forms
All the the Samurai's abilities belong to one of five forms; Fire, Earth, Sky, Wind or Water.
At the start of a new battle, the Samurai always begins in Fire Form.
Whenever you use an ability, you shift to a new form, indicated by the "Shift" line of that ability. Basic actions don't shift to new forms. The Samurai can use an out-of-form ability by paying an additional MP cost of 60 MP - if they cannot pay, they cannot use the ability out-of-form. Quick abilities are not form-specific.
Your abilities will include…
Fire - Physical and magical strikes that lead into other abilities.
Earth - Decisive strikes and stances to withstand any attack.
Sky - Magical attacks and self-healing.
Wind - Tricky magic and healing for multiple targets.
Water - Healing that energizes allies, and combat arts that draw attention.
The Samurai doesn't have an ability grid, and may purchase active abilities in any order. In order to purchase one non-active ability from a form, they must have two action abilities in the form - to purchase the second, they need five active abilities from the form.
Assist upgrades may be purchased at any time.
Assist Upgrades
Offensive - Gain 8 x WIL TMP, and shift into any Form you wish immediately.
Defensive - Until the ally takes an action, you can redirect any abilities targeting the triggering ally onto yourself. Shift into any Form you wish immediately.
Fire Form
Stoking Fires
Type: Action
Technique, Fire
Target: Single
[W]D
Deals normal weapon damage, and you act at -10D with your next action.
Shift: Water Form
CoS: 80
Closing Roads
Type: Action
Technique, Fire
Target: Single
[W]D
Deals normal weapon damage, and you gain +20 CoS with your next action.
Shift: Earth Form
CoS: 80
Setting Tinder
Type: Action
Technique, Fire
Target: Single
[W]D
Deals normal weapon damage, and you gain +20 Critical with your next action.
Shift: Earth Form
CoS: 80
Cleaning House
Type: Action
Technique, Fire
Target: Single
[W]D
Deals normal weapon damage, and you gain +20% potency with your next action.
Shift: Earth Form
CoS: 80
Flame Arrow
Type: Action
Spell, Fire
Target: Single
CT15 35D MP: 60
Deals 18 x MAG + d12 magical fire damage, and you have -10CT with your next action.
Shift: Sky Form
CoS: 100
Firebreath
Type: Action
Spell, Fire
Target: Single
CT15 35D MP: 60
Deals 18 x MAG + d12 magical fire damage, and you have -40MP with your next action.
Shift: Sky Form
CoS: 100
Sorcery Bombs
Type: Action
Spell, Fire
Target: Single
CT15 35D MP: 60
Deals 18 x MAG + d12 magical fire damage, and you have a CoS of 30 to strike an additional target with your next action.
Shift: Sky Form
CoS: 100
Blaze from Hell
Type: Action
Spell, Fire
Target: Single
CT15 35D MP: 60
Deals 18 x MAG + d12 magical fire damage, and you gain +20% potency with your next action.
Shift: Wind Form
CoS: 100
Both Had Written "Fire"
Type: Quick
Before Acting
If you use a Fire ability on your turn, rather than applying a bonus to your next action, grant the bonus to all of your allies instead.
Towering Pyre
Type: Quick
Before Acting
If you use a Fire ability on your turn, double the value of the bonus to your next action that the ability grants.
Earth Form
Baking Clay
Type: Action
Technique, Earth
Target: Single
[W]D
Deals normal weapon damage without expending any bonuses granted from Fire attacks. The bonus is instead stored for two more actions, taking effect then instead. (Unless, of course, Baking Clay is used then, in which case all the fire bonuses are stored for further use! You can only store the bonus from an ability once, though bonuses from different abilities will stack.)
Shift: Fire Form
CoS: 80
Heron Strike
Type: Action
Technique, Earth
Target: Single
[W]D MP: 60
Deals weapon damage with an x1.4 power multiplier.
Shift: Water Form
CoS: 80
Moth Dance
Type: Action
Technique, Earth
Target: Single
[W]D MP: 60
Deals weapon damage with an x1.2 power multiplier, and has 30 Critical inherent.
Shift: Wind Form
CoS: 70
Rift Cleaver
Type: Action
Technique, Earth
Target: Single
[W]D MP: 60
Deals weapon damage with an x1.0 power multiplier. And +0.2 to the multiplier for each Form other than Earth the Samurai has been in since the last time that Rift Cleaver was used this battle.
Shift: Fire Form
CoS: 80
Tortoiseshell Hammer
Type: Action
Technique, Earth, Stance
Target: Single
[W]D
Deals normal weapon damage, and until your next turn enter a stance granting a 2/5ths Defensive Modifier against damage that target deals to you.
Shift: Fire Form
CoS: 80
Stepping Stone Strike
Type: Action
Technique, Earth, Stance
Target: Single
[W]D
Deals normal weapon damage, and until your next turn enter a stance granting you -10 to incoming hostile CoSes.
Shift: Water Form
CoS: 80
Breath of the Earth
Type: Action
Technique, Earth, Stance
Target: Single
[W]D
Deals normal weapon damage, and until your next turn enter a stance granting you +20% to incoming healing.
Shift: Wind Form
CoS: 80
Chill of the Moment
Type: Action
Technique, Earth, Stance
Target: Single
[W]D
Deals normal weapon damage, and until your next turn enter a stance which causes you to immediately lower your delay by -5D anytime an enemy targets you.
Shift: Sky Form
CoS: 80
Stones from Many Streams
Type: Quick
Before Acting
If you use an Earth ability on your turn, rather than gaining an defensive stance from it, grant the stance to all of your allies instead. The stance still last until your next turn, then fades as normal.
Serve Revenge Warm
Type: Reaction
Spell
Trigger: An enemy KOs an ally.
MP: 50
Deal 8 x (VIT+STM) magical Earth damage to the triggering enemy.
CoS: 100
Sky Form
Cloudstrike
Type: Action
Spell, Sky
Target: Single
CT30 25D MP: 60
Deals 24 x MAG + d12 magical sky damage.
Shift: Wind Form
CoS: 100
Storm of Arrows
Type: Action
Spell, Sky
Target: Single
CT30 25D MP: 80
Deals 24 x MAG + d12 magical sky damage. Anytime an ally attacks the target of Storm of Arrows while it is charging, lower your current delay by -5D.
Shift: Fire Form
CoS: 100
Falling Star
Type: Action
Spell, Sky
Target: Single
CT40 15D MP: 90
Deals 24 x MAG + d12 magical sky damage. If your target dies while Falling Star is charging, immediately select a new target and gain +30% to the damage the spell deals. Additionally, if an ally dies while Falling Sky is charging, the spell gains +10% damage. All effects stack.
Shift: Water Form
CoS: 100
Furious Dragon
Type: Action
Spell, Sky
Target: Single
CT30 25D MP: 60
Deals 18 x MAG + d12 magical sky damage. Additionally, anytime an enemy targets you while Furious Dragon is charging, immediately deal 15 x MAG magical sky damage to the enemy.
Shift: Wind Form
CoS: 100
.
Endure
Type: Action
Support, Sky, Enhancement
Target: Self
CT10 40D MP: 30
Grants a condition (4) that causes you to recover 6 x WIL HP after each turn.
Shift: Water Form
CoS: 100
Contemplate
Type: Action
Support, Sky
Target: Self
CT20 20D MP: 30
Grants 12 x WIL + d8 TMP, and regain the use of a single Quick ability you've already used this battle.
Shift: Fire Form
CoS: 100
Recenter
Type: Action
Support, Sky, Recovery, Cleanse
Target: Self
CT10 30D MP: 30
Heals 12 x WIL + d8 HP, and removes one negative condition.
Shift: Water Form
CoS: 100
Decide
Type: Action
Support, Sky
Target: Self
CT10 30D MP: 30
Heals 15 x WIL + d10 HP, and extends the duration of any enhancements on you by +(1).
Shift: Earth Form
CoS: 100
At the End of the Sky is Sky
Type: Quick
Before Acting
Ignore the Shift enter of the ability you use this round - you remain in your current Form instead.
Even Pets are Enlightened
Type: Quick
Anytime
Activate Even Pets Are Enlightened when you are stuck while charging a CT. Your allies gain 8 x WIL TMP.
Wind Form
Three Seals
Type: Action
Spell, Wind
Target: Special
CT15 35D MP: 60
When cast, create three turn markers - one at 30D, another at 60D and the last at 90D. On each turn marker, select a single target - the target then takes 8 x MAG + d8 magical wind damage. (Only three turn markers from Three Seals may exist at any given time; if it's cast again while older turn markers exist, immediately remove them before creating the new ones.)
Shift: Fire Form
CoS: 100
Ghost Shots
Type: Action
Spell, Wind
Target: Special
CT20 30D MP: 60
Deals 15 x MAG + d10 magical wind damage to all enemies whose current delay is between 0D and 15D when this spell finishes casting. If Ghost Shots only hits a single target, you gain an additional use of Razor Gale. If Ghost Shots fails to hit even one target, you instead gain an additional use of Razor Glare immediately and recover 60MP. (That is to say, if you have not used razor glare this battle, you can now use it twice, and if you've already used it you regain its use. Even if you never learned razor glare, you can still gain its use in this way!)
Shift: Sky Form
CoS: 100
Howling Corridor
Type: Action
Spell, Wind
Target: Double (Different Rows)
CT15 35D MP: 60
Deals 15 x MAG + d10 magical wind damage to one target in the front row, and one target in the back row. If you can only hit a single target with Howling Corridor, deal +30% damage and push it into the opposite row.
Shift: Fire Form
CoS: 100
Storm Fist
Type: Action
Spell, Wind
Target: Double (Same Row)
CT15 35D MP: 60
Deals 15 x MAG + d10 magical wind damage to two targets in the same row. If you can only hit a single target with Storm Fist, it gains a condition (3): the target takes +10% incoming damage.
Shift: Sky Form
CoS: 100
Calling Twice
Type: Action
Support, Wind, Recovery
Target: Double (Init Based)
CT15 35D MP: 60
Heals 15 x WIL + d10 HP to your ally with the higher current delay, and your ally with the lowest current delay. (not counting you, of course)
Shift: Water Form
CoS: 100
Sickness and Injury
Type: Action
Support, Wind, Recovery, Cleanse
Target: Double (Different Rows)
CT15 35D MP: 60
Heals 15 x WIL + d10 HP to a target in one row, then removes a negative condition from a target in the other row.
Shift: Sky Form
CoS: 100
Good Medicine Returns
Type: Action
Support, Wind, Recovery
Target: Single
CT20 30D MP: 60
Heals 18 x WIL + d12 HP. Roll a results check even if you can't miss with Good Medicine Returns; on a roll between 1-30, instantly cast Good Medicine Returns again with no further CT, MP or Delay on, but on a different target than the last cast. (this effect can proc multiple times in a row, and long as you keep rolling low.)
Shift: Fire Form
CoS: 100
Catch the Life
Type: Action
Support, Wind, Life
Target: Special
CT15 35D MP: 90
Revives any ally which has died since your last turn with 30 x WIL HP.
Shift: Earth Form
CoS: 100
Razor Glare
Type: Quick
After Acting
Deals 12 x MAG magical wind damage to a single enemy which you did not target with your last action.
World-Spanning Breath
Type: Quick
After Acting
Until the end of your next turn, any HP recovery you receive applies to your allies as well
Water Form
Vow
Type: Action
Support, Water, Enhancement
Target: Single
40D MP: 60
Heals 12 x WIL + d8 HP to the targets, and the target gains an enhancement that grants +20% potency with their actions (2).
Shift: Fire Form
CoS: 100
Quicken Stream
Type: Action
Support, Water
Target: Single
40D MP: 60
Heals 12 x WIL + d8 HP to the target, and lower the current delay of the target by -15D.
Shift: Wind Form
CoS: 100
Current
Type: Action
Support, Water, Enhancement
Target: Single
40D MP: 60
Heals 12 x WIL + d8 HP to the target, and the target gains an enhancement that reduces incoming damage by -20% (2).
Shift: Wind Form
CoS: 100
Slipstream
Type: Action
Support, Water, Enhancement
Target: Single
40D MP: 60
Heals 12 x WIL + d8 HP to the targets, and the target gains a condition that reduces incoming damage CoSes 20 (2).
Shift: Sky Form
CoS: 100
Inexorable Pull
Type: Action
Technique, Water, Condition
Target: Single
[W]D MP: 60
Deals normal weapon damage, and places a condition on the enemy which forces it to target you with its actions (3).
Shift: Earth Form
CoS: 80
Source and Destination
Type: Action
Technique, Water
Target: Single
[W]D MP: 60
Deals normal weapon damage. If the target fails to attack you with its next action, immediately perform a Basic Attack against it as a reaction.
Shift: Fire Form
CoS: 80
Drawing Steel and Breath
Type: Action
Technique, Water
Target: Single
[W]D MP: 40
Deals normal weapon damage. If the target fails to attack you with its next action, immediately recover 10 x WIL MP, and lower your current delay by -10D.
Shift: Fire Form
CoS: 80
Break on the Rocks
Type: Action
Technique, Water, Stance
Target: Single
[W]D MP: 40
Deals normal weapon damage, and enter a stance until your next turn. Anytime an enemy does not deal damage to you with an action, gain +10% potency with your next action.
Shift: Earth Form
CoS: 80
Spanning Two Oceans
Type: Passive
If the action you use this round is not the same type of action (Technique, Spell, Support) as the action you used on your last turn, the action gains a +20% potency bonus.
Sea-deep Gut
Type: Quick
When Appropiate
If an attack would kill you, ignore its effects and delay yourself by +10D.





