Ryū no Deshi

Often simply referred to as the Deshi, these are individuals who have been passed on training and teachings by the legendary guardian dragon of Kelazhur . While the dragon is no longer alive due to the emperor, the teachings that birthed the first Deshi has expanded to a couple hundred of these warriors all across Kelazhur. The Deshi are primarily trained as martial warriors, however, due to the mystical trainings of the guardian dragon, the Warriors of the Deshi are able to unleash magical prowess for a very short period of time towards Iraeidin and Irae Warlocks.

Warrior ★

The primary fighting force of the Deshi, and the effective protectors of the Kelazhurian populous against Iraeidin. Once a warrior has reached the rank of Master he may take in two disciples to then teach them the way of the Deshi. The Warriors are a steadfast and honorable, never requesting payment or any favors in return for the destruction of Irae harming towns and villages. Whilst the Warriors overpower the Priests of the order greatly, they still view them as equals and just as important as themselves to the continued existence of the order. Deshi are sworn to only ever use their supernatural abilities and training against the grand evil that is Iraeidin and Irae warlocks, otherwise they would betray a promise to the guardian dragon made by the first Deshi.

Hakari ⦿

This is the martial side of the Deshi and the maximum number that can be used per day are referred to as charges. Hakari are techniques taught to mortals by the great guardian dragon, as humanoid mortals do not have a form akin to a dragon, they must mimic the essence of the dragon's techniques with their form, this lead the Deshi to mimic a dragon's claws and teeth with bladed weapons, and to mimic the form of the techniques through a calmed bestial expression. Hakari differs from knight arts by having their techniques intrinsically more savage and bestial, while still retaining their calm and composure, opposed to the unrelenting fury of the warriors of the desert.

Every point of Soul gives the Deshi 1 charge of Hakari. A Hakari must use a minimum of 1 charge, and cannot use any decimal of a number (such as 1.5) how many charges a Hakari uses is decided upon the creation of a skill, the more charges, the more powerful the skill. Similar to reserves, Hakari charges are gained every day and once expended are not regained. Lastly as stated previously the Hakari are purely martial.

Jiyūna ⊕

The magical side of the class, Jiyūna, is a technique created by the great guardian dragon to be used by mortals. However, since the Jiyūna attempts to grant the user a power in a similar fashion to how the dragons themselves use their power, it is limited in usage and can gravely harm the users body. As Jiyūna was taught from the great guardian dragon, it takes the form of fire magic, however, if the player discusses it beforehand with the GM their is a chance of being allowed to use another element for Jiyuna.

At 4 soul the user can activate Jiyūna for 6 seconds (aka until the start of your next turn), every 4 soul afterwards gives an extra 6 seconds. The user will take some amount of damage (which harms your body and is not just fatigue) while this is active, this is a relatively low amount of damage unless the user desires to extend the amount of time they are in Jiyūna for. At the end of their allotted time for Jiyūna, the user may extend their time for another 6 seconds at the cost of half a fatigue (the cost is taken at the end of the 6 seconds).

Dragon’s Outburst ᛝ

A fate point can be burnt while using a Hakari to in an instant apply the Jiyuna effect and enhance the entire skill by 1.5. This outburst of Jiyuna does not deplete any turns of Jiyuna the Deshi would normally have and is so rapid that even if used against a non-Irae will not be recognized as an illegal use of Jiyuna.

▣ While Jiyūna is active, all of the users' Hakari are enhanced with a magical effect of some kind, alongside the user gaining a +2 of their choice to a physical stat (this +2 is decided upon reaching 4 soul and can not be changed).

▣ Additionally, while Jiyūna is active, all Hakari cost half the charges (rounded up)

Priest ✦

Compared to the blazing heat that is the Warrior, the Priest of the Deshi order is akin to a warm and comfortable campfire on a cold night. The Priests are in charge of maintaining and protecting shrines all throughout Kelazahur, to provide a safe haven to Deshi in dire need of rest or a replacement weapon/armor. In Shinbetsu the Deshi HQ and primary shrine can be found housing the largest number of Priests alongside being where they are trained. Additionally, within the primary shrine is an array of magical talismans with every Warrior's name on it, which allow Priests to monitor if any warrior misuses the gift of their power.

Omdaguri ⦿

The priests of the Deshi order are the ones who keep the rest in line, within the headquarters and primary shrine of the Deshi they have created hundreds of talismans, or Omdaguri, which track the usage of Jiyūna for each deshi. While this is the most well known aspect of priests within the order, they may step onto the front lines on occasion to support the warriors of the order with their Omdaguri.

Omdaguri are special talismans that priests are able to create and endow with their version of Jiyūna. Instead of the extreme power granted to warrior, they have a calmer power which may be used far more freely, alongside allowing these talismans to last indefinitely. However, a priest may only create a max number of Omdaguri equal to their soul, and the creation of an Omdaguri in the midst of combat would be relatively lengthy. Additionally, unlike the Warrior who specializes in Offense, the Priest's Omdaguri can only be used in a defensive or utility focused manor. Lastly, a priest can theoretically make an unlimited number of Omdaguri in a day as long as they do not reach their maximum.

Sakeiru ⊕

The Priest concentrates the blazing energy within their bodies, meditating briefly to greatly speed up the time it takes to bestow their magic and create the Omdaguri, at the cost of injuring themselves. This process can only be started at the start of the Priest's turn, and takes up their entire turn (including their reaction after their turn ends). At the start of their next turn, they can immediately, create 3 Omdaguri of their choosing.

Protection of the Ancients ᛝ

The Priest may burn a fate point in order to create a special talisman which protects the chosen target from death once. Like all of the other talismans of the priest it lasts indefinitely, however, it does still take up a talisman slot for as long as it exists on the chosen target. Lastly, it cannot be removed or changed from the chosen target, even if they were to decide that they no longer see the Priest as their ally.

Traitor ✦

120% weapon empowerment

Once Warriors of the Deshi order who served a righteous cause, now they have turned their back on the order, darkness corroding their hearts. Traitors are hunted by a small group of the Deshi order, who set out to right the wrong choice of disciple previous masters have caused. Because of this, most traitors train themselves specifically to kill Deshi, alongside embedding their Jiyuna to their very body as to not be detected by the magic of the priests. Whilst Traitors are considered a mark of stain to the Deshi order, not all Traitors are the embodiment of evil as the order tends to portray them as. Some Traitors made a mistake, they presumed the monster or mage before them to draw their power from the ruinous Irae energy, blazing forth with their Jiyuna, as they are branded a Traitor. It is not to say they are without blame, as if they had returned to the primary shrine of the Deshi order to explain themselves, they would only have to suffer a minor punishment, compared to eternal damnation.

Tangi ⦿

A corruption of Hakari focused on tricking and killing the innocent, compared to the righteous lives they once lived sworn to destroy Irae. Each Traitor develops these techniques in order to kill any regular Warriors of the Deshi order seeking to kill them for their betrayal of the code.

When a Traitor creates a Tangi, it must have a surprise component, most often, this will take the form of a feint incorporated into their techniques. The feints incorporated into a Traitor's Tangi are superior compared to the average feint, and require higher mind to read past. The amount of Tangi a Traitor can use in a day is equal to double their mind, with certain Tangi being able to take up multiple usages.

Tainted Jiyūna ▣

The Traitors have forsaken the usage of Jiyūna for the protection of the people of Kelazhur, instead opting to use it for their own selfish gains. Whilst Jiyūna is normally a magical force brought forth to the user's commands, Traitors have integrated the magic with their very blood and veins, at the cost of greatly reduced power such that the constant flow of magic does not kill them. Part of the reason for this method, it to avoid detection by the Priests of the Deshi order.

The Magical Power of Traitor's Tainted Jiyūna is increased every time one of their physical stats reaches 5, for example, at 5 PP 5 Dex and 5 Vit, the traitor would have 3 MP, with an additional 3 MP when each of those stats reaches 10. How the Tainted Jiyūna functions is anytime the Traitor uses an offensive skill it gains 10% magical empowerment of fire.

Downfall ᛝ

Upon being attacked the Traitor may burn a fate point in order to dodge the attack (if possible) and make it appear as a grievous and lethal injury, before counter attacking with with an empowered (180% Empowerment) and lightning fast strike. (may be either a melee or ranged attack)

▣ Gets double willpower(soul) unlike warrior or priest


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