924 PL - Sunder Reality (Rank 1), Quicksilver Step (Rank 1)
1008 PL - Swift Strike (Rank 1)
1092 PL - Quicksilver Step (Rank 2)
1176 PL - Sunder Reality (Rank 2), Swift Strike (Rank 2)
1260 PL - Quicksilver Pursuit (Rank 1)
1344 PL - Sunder Reality (Rank 3), Quicksilver Step (Rank 3)
1428 PL - Quicksilver Pursuit (Rank 2),
1512 PL - Fractured Reality (Rank 1)
1596 PL - Swift Strike (Rank 3)
1680 PL - Quicksilver Pursuit (Rank 3), Fractured Reality (Rank 2)
1764 PL - Fractured Reality (Rank 3)
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Sunder Reality - Activated Passive
One of the most notorious abilities of the Seikon clan is the ability to generate an energy weapon forged from the very stuff that reality is glued together with. This causes their attacks with these weapons to be supernaturally potent against forms of resistance and protection.
Rank 1: The user's weapon deals +10 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu.
Rank 2: The user's weapon deals +15 Basic Strike Damage and the user gains a +5% Damage Buff to all Taijutsu. The user ignores up to 5% Damage Reduction. The user's weapon may cause bleeding at -5% the normal rate for the attack they are using.
Rank 3: The user's weapon deals +20 Basic Strike Damage and the user gains a +10% Damage Buff to all Taijutsu. The user ignores up to 10% Damage Reduction. The user's weapon may cause bleeding at the normal rate for the attack they are using.
Cost: 1 AP to initiate, 300 CP/round.
Notes:
- The user's weapon can use any Melee Taijutsu and Styles from any Melee Taijutsu type
(if the original weapon is of a Melee weapon type) or from any Ranged Taijutsu and Styles
(if the original weapon is of a Ranged weapon type); however, if they attempt to use a Taijutsu of a different subtype than the Style they are in
(excluding Buffing Taijutsu), then they are automatically dropped out of that Style for normal AP.
- The user still only gains the basic attribute chosen for their weapon, and does not gain attributes from any other type of Taijutsu they use.
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Swift Strike - Passive
A Mercury Seikon is so adept at rapid reactions to their opponent's tactics that a sudden reduction in their normal ability to target their foe is met with a swift and decisive blow. Sometimes this reflex can occur before the Seikon themselves is even aware of their own movement.
Rank 1: When an opponent activates a physical
Clone or
Creation jutsu, the user's next Taijutsu attack automatically adds it as a target.
Rank 2: When an opponent activates a physical
Clone or
Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +5% damage to all targets.
Rank 3: When an opponent activates a physical
Clone or
Creation jutsu or summons a Contract, the user's next Taijutsu attack automatically adds it as a target. That attack deals +10% damage to all targets.
Notes:
- A physical
Clone or
Creation is defined in this context as one that can be hit and damaged by Taijutsu.
- If the user is in the process of attacking with a Taijutsu when an opponent summons their
Clone,
Creation, or Contract, the attack they are in the process of counts as their 'next Tajutsu attack' for the purposes of
Swift Strike.
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Quicksilver Step - Buffing Taijutsu
Taking their ability to ignore the boundaries of what is possible and impossible to the literal translation, the Seikon member steps through reality itself and appears somewhere else to strike while avoiding attacks with ease.
Rank 1: The user warps next to one opponent. The user's next Taijutsu attack is treated as a
Sneak Attack. Afterward, the user has +1 Accuracy for the next three seconds.
Rank 2: The user warps next to one opponent. The user's next Taijutsu attack is treated as a
Sneak Attack. Afterward, the user has +2 Accuracy for the next three seconds.
Rank 3: The user warps next to one opponent. The user's next Taijutsu attack is treated as a
Sneak Attack. Afterward, the user has +3 Accuracy for the next three seconds.
Special Action: For 1 AP, Quicksilver Step may be used in the same way as
Body Switch. This may only be done once per round, and the user gains all penalties associated with
Body Switch. This is an
Activated Auto-dodge.
Cost:
Rank 1: 200 CP, 1 AP
Rank 2: 250 CP, 1 AP
Rank 3: 300 CP, 1 AP
Notes:
- This is modded as if instantaneous and may be used reflexively.
-
Sneak Attack bonus only applies to the user if their next action is an attacking Taijutsu or
Basic Strike, otherwise they lose their buff.
- If used while in Stealth mode, this allows the Seikon to use a
Sneak Attack without suffering a stealth penalty to their attack. Additionally, this attack will not drop the user out of Stealth mode. The user may only remain in stealth as a result of using this jutsu once per round.
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Quicksilver Pursuit - Variable Taijutsu
Utilizing their unique skill to step through reality, this technique utilizes the same tactic of attack as
Quicksilver Step. The Seikon steps entirely outside the boundaries of the human limits, warping to the position of their target and decimating them with a quick, nearly simultaneous strike to their opponent.
Rank 1: Strikes a single target two times, each dealing 710 Damage at +1 Accuracy. If the target attempts to use an
Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 2: Strikes a single target three times, each dealing 545 Damage at +1 Accuracy. If the target attempts to use an
Activated Auto-dodge against this attack, it will automatically hit instead.
Rank 3: Strikes a single target four times, each dealing 445 Damage at +1 Accuracy. If the target attempts to use an
Activated Auto-dodge against this attack, it will automatically hit instead.
Costs:
Rank 1: 570 CP; 2.25 AP
Rank 2: 655 CP; 2.25 AP
Rank 3: 710 CP; 2.25 AP
Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through
Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
-
Quicksilver Pursuit cannot be negated through Auto-Dodge.
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Fractured Reality - Variable Taijutsu
One of the most mind-twisting aspects of a Seikon's reality warping is their ability to seemingly be in two places at once as part of their ultimate technique. The Seikon themselves may only be physically moving themselves to make a single strike, but by an application of twisting reality, that same strike will echo multiple times into the near future, catching many opponents off-guard.
Rank 1: The user makes a single strike dealing 825 damage. Every
y seconds after this first strike
(timeframe from 1-3 seconds chosen by the user), the initial target is hit by another strike dealing 825 damage. These followup strikes occur 3 times.
Rank 2: The user makes a single strike dealing 930 damage. Every
y seconds after this first strike
(timeframe from 1-4 seconds chosen by the user), the initial target is hit by another strike dealing 930 damage. These followup strikes occur 3 times. Followup strikes are dealt at +1 accuracy if the initial strike hit.
Rank 3: The user makes a single strike dealing 1035 damage. Every
y seconds after this first strike
(timeframe from 1-5 seconds chosen by the user), the initial target is hit by another strike dealing 1035 damage. These followup strikes occur 3 times. Followup strikes are dealt at +2 accuracy if the initial strike hit.
Costs:
Rank 1: 1650 CP, 2.75 AP
Rank 2: 1855 CP, 2.75 AP
Rank 3: 2060 CP, 2.75 AP
Notes:
- The user specifies the Taijutsu subtype they are using when attacking with this. The subtype must be one the user has access to normally with their equipped weapon or through
Sunder Reality. If unspecified and they are in a specific weapon type Style, that type will be chosen; if they are not in a specific weapon type Style, the default subtype of the user's weapon will be used.
- Regardless of whether or not
Sunder Reality is active when the user uses this jutsu, all strikes have a base 11%/13%/15% chance to cause bleeding.
- The time between strikes must be a whole number.
(You can have them occur every 3 seconds, but not every 2.5.)
- At all ranks, this jutsu cannot be Auto-dodged in any way.
- The target's Dodge stat for all strikes is treated as if it were the same as the time of the initial strike, even if modifications have occurred since.
- This jutsu may not be used again until ten seconds after the final strike has landed.