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#3141
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Ken-Ryu

First Step
Penalty for using Taoist weapons is nullified. Taoist weapons deal 50% more damage. ACC +10, AGI +10. (2)
Second Step
Additional attack. ACC +10, AGI +10. (2)
Third Step
Additional attack. ACC +10, AGI +10. (2)
Fourth Step
Additional attack. ACC +10, AGI +10. (2)
Fifth Step
Additional attack. ACC +10, AGI +10. (2)
Sixth Step
Chance to inflict critical damage increased by 30%. ACC +20, AGI +20. (3)
Seventh Step
Character's attacks have a chance (Strength*2 - opponent's Endurance) to cripple him. -10% if wearing light armor, -25% if wearing heavy armor. (2)
Eighth Step
The character cannot be counterattacked in any way; his attacks are not blocked or parried. (3)
Ninth Step
Parrying of attacks, shots, or targeted spells. Number of attacks = number of attempts per turn. (3)
Wind Burst
+750% DMG, +100% ACC.
This strike cannot be blocked, parried, or countered.
300 (2)
req: fourth step
Fallen Petal
The character deals normal damage + 15% of the maximum health of their opponents, ignores armor (but not shields).
40 (2)
Req: third step
Hitokiri
The character's next attack will be fatal (melee). Cooldown: three turns. (3)
Req: fifth step

Ninja

Art of Stealth
Ability to quickly gather information about the surrounding area.
Check: Agility + 100% vs. target's Perception. Requires a turn to activate, no cooldown. Ability to pick locks. Agility is tripled outside of combat. (3)
Bujutsu
The character gains the ability to use any type of weapon without penalties. ACC +40%, AGI +40%. Ability to throw knives, shurikens, etc. (3)
Bujutsu II
When using ninjato and other similar weapons, the character deals five additional attacks, ignores resistances (but not armor), can parry attacks from one-handed weapons (x2 chance). Attacking directly from behind deals five times the damage. Throwing knives and other items can be done while moving. Throwing shurikens ignores armor. (3)
Req: Bujutsu
Taidjutsu
ACC +30%, AGI +30%, HP +30%, RSS +10%, chance to inflict critical damage -40%, immunity to stealth attacks. Awareness +10 (4)
Genjutsu
Immunity to mind control. The character can paralyze a selected target or make them see visions (and, accordingly, experience corresponding sensations).
Range: 5. No energy cost, no cooldown, MEN vs. MEN check. (3)
Art of Disguise
The character can change their face. (3)
Invisibility
The character becomes invisible. MEN x3. If the character is in combat, his evasion increases by two times (does not work against AoE), and the accuracy and evasion of his target are reduced by twice as much. (4)

Blooming Plum (1) + (5)

Agility / 10 = number of hits
Strength = ignores armor and resistances
Awareness = 2.5 damage units
Endurance = % "armor" from physical damage
Perception = critical hit chance.
Cannot be parried.

Soft Palm (1) + (5)

Agility / 5 = number of hits
Strength = 1 damage unit
Awareness / 2 = paralysis chance.
Perception / 3 = chance to break opponent's shield or armor
Endurance = % AGI and ACC
Cannot be parried.

Dancing Water (2)
AGI / 10 = minimum evasion rate
ACC / 10 = minimum accuracy rate

Dragon's Palm
Chance (perception + agility / 2) to stop the opponent's attack with bare hands. (2)

Falling Star
Blooming Plum. Damage x10, check AGI -0.5. Cooldown: 5 turns. (3)

Internal Injuries
Awareness / 4 =% that the opponent will die after some time (Soft Palm) (2)

Acupuncture
Kidney Meridian (2)
+%MP

Heart Meridian (2)
+%HP

Liver Meridian (2)
+RSS

Lung Meridian (2)
+%ACC

Stomach Meridian (2)
+DMG%

Spleen Meridian (2)
+MC%, RC%

Bladder Meridian (2)
+MOV

Gallbladder Meridian (2)
+%MEN

Large Intestine Meridian (2)
+%SP

Small Intestine Meridian (2)
+%AGI