Samurai Crystal

Samurai

"I respect men like you. Men with courage. But you are a slave to your emotions, and so, will never know true strength."

The Samurai are cultured, competent warriors. In history, many of them have been older than their peers - but even young samurai carry with them an air of quiet contemplation, knowing that that this, too, shall pass. The Samurai are aware of both themselves and their enemies, and few things can surprise them.

Samurai are warriors who excel in group attacks through the use of their Ceremonial Katana. Of course, they have other tricks: 'Mineuchi' allows them to briefly decommission an enemy with Stop, while 'Zeninage' allows them to turn the party's wealth into offensive power. At higher levels, the Samurai gains their signature 'Doublehand' ability, as well as the ability to debuff the enemy group and grant potent buffs to their party.

+4 ATK +2 VIT 0 SPD +4 MAG 0 SPR +70 HP +30 MP

Equipment

Dagger, Katana, Heavy Armor

Bare

Strength: Medium, Critical 2
Blocking: No
Defense: Heavy
Style: Physical
Bonus: Pick one set

Set 1 Resist Blind 4, Resist Confuse 4
Set 2 Lower the CoS to Break a Ceremonial Katana by 10

CEREMONIAL KATANA

Some Samurai abilities, those with the "Break Chance" keyword, rely on calling forth sword-spirits from ceremonial katana, replicas ranging in quality from the cheap and wooden to the ornate masterpiece fashioned after great blades of myth. Each of these abilities is named after a specific type of ceremonial katana - Asura, Osafune, and so on, and in order to use it the Samurai must have a ceremonial katana of that type in their inventory. Each individual ceremonial katana also has a tier, representing its quality - as a samurai continue in adventures, his powers will demand better and better talismans.

In order for a Samurai to use a Break Chance ability, they must have a Ceremonial Katana of the same name of that ability, and that Ceremonial Katana must be no further than one tier below his character tier. (So, to a Level 31 Samurai, a Tier 1 Asura is worthless - he'll need to pick up a Tier III Asura!) If the Ceremonial Katana is one tier below the Samurai's level, the katana will shatter after the ability is used. If the Ceremonial Katana is of the Samurai's tier or higher, there's a CoS of 35 of it breaking after the ability - this cannot be modified by any effect.

You can blame fate, the power of a Samurai, or capricious spirits, but it certainly [[Item List|keeps the artisans in business]].

Iaido

Asura

Ability Slot Cost: 3
Type: Action
Technique, Break Chance
Target: Group
50D F20

Asura deals (6 x MAG + d6) magical damage to the entire enemy party.
CoS: 100
Adjustment: +3 Power per tier above 1

Kiyomori

Ability Slot Cost: 3
Type: Action
Technique, Enhancement: Protect, Shell, Break Chance.
Target: Group
50D F25

Kiyomori bestows both Protect (3) and Shell (3).
CoS: 100

Masamune

Ability Slot Cost: 3
Type: Action
Technique, Enhancement: Regen, Haste, Break Chance
Target: Group
50D F25

Masamune bestows both Regen (3) and Haste (3).
CoS: 100

Mineuchi

Ability Slot Cost: 3
Type: Action
Technique, Status: Stop
Target: Single
50D F30

Mineuchi inflicts Stop (1)
CoS: 60

Muramasa

Ability Slot Cost: 3
Type: Action
Technique, Status: Confuse, Statuses|Condemn, Multi-Hit Break Chance
Target: Group
50D F25

Muramasa hits twice, first inflicting Confuse (3) then inflicting Condemn (5).
CoS: 50, 50

Murasame

Ability Slot Cost: 3
Type: Action
Technique, Recovery, Break Chance
Target: Group
50D F20

Murasame restores (6 x MAG + d6) HP to the entire party.
CoS: 100
Adjustment: +3 Power per tier above 1.

Osafune

Ability Slot Cost: 3
Type: Action
Technique, Break Chance
Target: Group
50D F20

Osafune deals (6 x MAG + d6) magical damage to the entire enemy parties MP scores.
CoS: 100
Adjustment: +3 Power per tier above 1.

Zeninage

Ability Slot Cost: 3
Type: Action
Technique
Target: Group
50D F20

Pulling out a fist full of spare change, the Samurai hurls it into his foes, dealing ranged physical damage to all targets. The amount of gil consumed and damage dealt is dependent upon tier, and weaker or stronger versions cannot be used.
CoS: 100

Tier Gil Expended Damage Dealt
1 70 150
2 655 220
3 2100 290
4 3570 360
5 5040 450
6 6460 540
7 7910 630
8 9380 720
9 10850 810
10 12320 920

Supports

Doublehand

Passive Slot Cost: 8
Type: Support

Under certain situations, the Samurai applies a x2 power multiplier to all weapon damage, and increases weapon delay by +15D.
Equipment: When wielding a Katana, Sword, or Staff, with nothing equipped in the Shield slot.
Bare: When Strength type is medium. Change the Blocking property to No.
Remodeling: When wielding a Medium weapon with nothing equipped in the Shield slot.

Shirahadori

Passive Slot Cost: 5
Type: Support

The Samurai is granted 2 ranks of Evasion and M.Evasion. The Samurai may only benefit from Shirahadori when not equipped with a shield in the equipment and remodeling systems, or when blocking is set to 'no' or is sealed in bare.

Reaction

Blade Grasp

Passive Slot Cost: 5
Type: Reaction

Target: Self
Trigger: The Samurai is hit by an ability which deals melee damage.

The Samurai instead suffers neither damage nor status effects, acting as though the ability had instead missed.
CoS: 25

Zanshin

Passive Slot Cost: 4
Type: Reaction
Technique, Weapon
Target: Any triggering enemy.
Trigger: The Samurai missed an enemy with a weapon technique.

The Samurai rolls to hit with the weapon technique used against any and all enemies that were missed, with a penalty to its CoS.
CoS: CoS of the original Technique - 30.

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