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Unit Codex

Yin

Special:

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Yin and Yang

Yin and Yang are opposing halves of the same natural balance. One cannot enter battle without the other.

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If Yin is selected for a team, Yang must also be selected for that team.

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Yin and Yang remain separate characters, and each costs their normal Summoning Points.

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They do not have to begin the game in the Vortex together and may be summoned independently.

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Martial Arts

Yin is a master of martial arts and has learned to turn traditional defensive techniques into fluid reactions against incoming attacks.

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When Yin is targeted by an attack that rolls against Defense or Dodge, Yin may choose to defend using either her Defense or Dodge.

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The choice must be made before the attack roll.

Tactics and Strategies

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Yin is a defensive support Character who rewards careful positioning, anticipation, and knowledge of the opposing player's capabilities.

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Gentle Palm gives Yin a straightforward Fate-generating melee attack, allowing her to contribute offensively without changing her primary role as a defensive martial artist and support Character.

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Counter is one of Yin's most specialized abilities. Rather than simply avoiding an incoming attack, Yin uses the attacker's own momentum against another enemy. Positioning Yin near multiple opponents can therefore create situations where attacking her becomes dangerous.

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Restoring Palm provides limited healing and cleansing. Yin is not intended to replace a dedicated healer. Instead, Restoring Palm allows her to restore a small amount of Health while correcting a negative Status Effect at an important moment.

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Mystic Butterflies is Yin's primary support tool. The ability allows her to strengthen the exact defensive statistic an ally needs. Increasing Defense can protect against conventional attacks, increasing Dodge can help against attacks based on speed and precision, and increasing Willpower can protect against mental, spiritual, or Chi-based effects.

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Like Yang's Fangs of Discord, Mystic Butterflies rewards understanding the opponent's abilities rather than simply providing a universal defensive bonus.

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Martial Arts makes Yin difficult to predict in physical combat because she may choose between Defense and Dodge when targeted by attacks against either statistic.

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When Yin and Yang are both active, their shared Yin and Yang Ultimate represents the culmination of their philosophy. Yang weakens the enemy while Yin strengthens their allies, temporarily shifting the defensive balance of the entire Vortex.

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Yin is not designed to dominate the battlefield through damage. She controls the flow of battle by protecting her allies, restoring balance, and turning an opponent's own strength against them.

YIN

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Overview

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Role: Yin is one half of the legendary pair known as Yin and Yang. Where Yang represents negative energy, disruption, and restriction, Yin represents positive energy, restoration, and balance.

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Yin has dedicated herself to mastering the positive flow of Chi. Her martial discipline emphasizes control, redirection, protection, and restoring the natural balance within the body.

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Rather than overpowering opponents through raw strength, Yin turns their own attacks against them while using her Chi to strengthen and restore those fighting beside her.

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Core Information

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Summoning Points: 1 (Character)

Alignment: Light

Affiliation: Dichu

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Keywords

  • Character

  • Dichu

  • Martial Artist

  • Light

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 6

  • Dodge: 5

  • Willpower: 8

Abilities:

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Gentle Palm

Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage

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Yin channels positive Chi through the palm of her hand, striking her opponent with a controlled burst of internal force.

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Special Rules:

  • If Gentle Palm successfully deals damage, gain 1 Fate Token.

  • Gentle Palm may generate a maximum of 1 Fate Token each round.

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Counter

Type: Interrupt
Range: 2"
Cost: 1 Fate Token

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Yin uses her opponent's own momentum against them, redirecting an incoming strike toward another nearby enemy.

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When Yin is successfully targeted by a Melee attack, but before damage is rolled, she may activate Counter.

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Choose another enemy unit within 2 inches of Yin that would be a legal target of the original attack.

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The attack is redirected to the chosen enemy unit.

The original attack roll remains successful. Resolve the original attack's damage and effects against the new target.

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Counter cannot redirect Ranged, Magic, Special Ability, Burst, or other non-Melee attacks.

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Restoring Palm

Type: Special Ability (SA)
Range: 2"
Cost: 1 Fate Token
Limit: Once per round

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Yin channels positive Chi through her hands and into the body of herself or an ally, helping restore the body's natural balance.

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Choose Yin or one friendly unit within 2 inches.

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Restore 1 Health and remove one negative Status Effect currently affecting that unit.

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Mystic Butterflies

Type: Special Ability, Free Action (FA)
Mechanic: Fate vs. 7
Cost: 3 Fate Tokens

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Yin channels positive Chi into two mystical butterflies that remain near her until their energy is needed.

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On success, create 2 Mystic Butterfly Tokens and place them on Yin's unit sheet.

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Yin may have a maximum of 2 Mystic Butterfly Tokens at any time.

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Once per round, as a Free Action, Yin may spend 1 Mystic Butterfly Token to choose a friendly unit within 10 inches.

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Choose one of the following:

  • +1 Defense

  • +1 Dodge

  • +1 Willpower

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The selected unit receives the chosen bonus until the beginning of its next activation.

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A unit may only benefit from one Mystic Butterfly at a time.

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Using a Mystic Butterfly does not require an additional Fate roll and does not cost additional Fate Tokens.

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Yin and Yang

Type: Ultimate, Free Action (FA)
Mechanic: Fate vs. 6
Cost: 5 Fate Tokens
Limit: Once per game


Requirement: Yin and Yang must both currently be in the Vortex.

Yin and Yang bring their opposing forms of Chi together, temporarily creating perfect balance between positive and negative energy.

Move Yin and Yang into base contact with one another.

Every enemy unit currently in the Vortex receives the effect of a Fang of Discord.

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For each affected enemy unit, choose one:

  • -1 Defense

  • -1 Dodge

  • -1 Willpower

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Every friendly unit currently in the Vortex receives the effect of a Mystic Butterfly.

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For each affected friendly unit, choose one:

  • +1 Defense

  • +1 Dodge

  • +1 Willpower

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All bonuses and penalties last until the beginning of the affected unit's next activation.

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Using Yin and Yang does not consume any Fang of Discord Tokens belonging to Yang or Mystic Butterfly Tokens belonging to Yin.

Yang

YANG

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Overview

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Role: Yang is one half of the legendary pair known as Yin and Yang. Where Yin represents positive energy, restoration, and balance, Yang represents negative energy, disruption, and restriction.

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Despite his Dark Alignment, Yang is not evil. To the Dichu, darkness and light are natural forces that exist in balance with one another. Yang has dedicated his life to understanding and mastering the negative flow of Chi, turning that energy into a highly specialized martial discipline.

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Yang is a battlefield-control master. Rather than overpowering his opponents through raw strength, he restricts enemy movement, identifies weaknesses, and creates opportunities that other members of his team can exploit.

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Core Information

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Summoning Points: 1 (Character)

Alignment: Dark

Affiliation: Dichu

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Keywords

  • Character

  • Dichu

  • Martial Artist

  • Dark

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 5

  • Dodge: 7

  • Willpower: 7

Special:

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Yin and Yang

Yin and Yang are opposing halves of the same natural balance. One cannot enter battle without the other.

​

If Yang is selected for a team, Yin must also be selected for that team.

​

Yin and Yang remain separate characters, and each costs their normal Summoning Points.

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They do not have to begin the game in the Vortex together and may be summoned independently.

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Martial Arts

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Yang is a master of martial arts and has learned to turn traditional defensive techniques into fluid reactions against incoming attacks.

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When Yang is targeted by an attack that rolls against Defense or Dodge, Yang may choose to defend using either his Defense or Dodge.

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The choice must be made before the attack roll.

Tactics and Strategies

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Yang is a control Character designed to reward players who understand the defensive strengths and weaknesses of both their own team and the opposing team.

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The Unseen Hand provides Yang with a straightforward Fate-generating attack that targets Dodge rather than Defense. This gives him an offensive option against heavily defended opponents that may be more vulnerable to attacks based on Dodge.

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The Way of the Bamboo allows Yang to control enemy positioning. Preventing a key enemy from moving can protect an ally, interfere with an opponent attempting to capture a Pillar of Fate, stop a melee Character from reaching its intended target, or temporarily isolate part of the enemy force.

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Fangs of Discord is Yang's primary tactical tool. Rather than simply increasing Yang's own power, it allows him to expose a specific weakness for the rest of his team to exploit.

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Reducing Defense benefits allies whose attacks target Defense. Reducing Dodge benefits allies whose attacks target Dodge. Reducing Willpower benefits allies whose abilities target Willpower.

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A skilled Dichu player should therefore consider the abilities of the Characters surrounding Yang before deciding which stat to reduce.

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Martial Arts also makes Yang deceptively difficult to attack physically. His Defense is relatively low, but his ability to choose between Defense and Dodge allows him to rely upon his superior martial training when defending himself.

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Yang reaches his greatest potential when Yin is also active in the Vortex. Their shared Yin and Yang Ultimate can alter the defensive balance of the entire battlefield, weakening enemy units while simultaneously strengthening their allies.

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Yang is not designed to win through raw damage. He creates the opening that someone else needs.

Abilities:

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The Unseen Hand

Type: Melee (M)
Mechanic: Fate vs. Dodge
Damage: Light Damage

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Yang has perfected the art of fighting without appearing to fight. His movements are so fast and subtle that his opponent often does not realize an attack has occurred until the strike has already landed.

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Special Rules:

  • If The Unseen Hand successfully deals damage, gain 1 Fate Token.

  • The Unseen Hand may generate a maximum of 1 Fate Token each round.

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The Way of the Bamboo

Type: Special Ability (SA)
Range: 6"
Mechanic: Fate vs. Willpower
Cost: 1 Fate Token

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Yang channels his Chi through his staff and into the earth, causing thick bamboo to erupt from the ground and surround his target.

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Choose an enemy unit within 6 inches.

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On a successful Fate vs. Willpower roll, the target becomes Encased until the beginning of its next activation.

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While Encased:

  • The target cannot perform Movement Actions.

  • The target cannot be moved by other abilities or effects.

  • The target may still perform Ability Actions and Free Actions normally.

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At the beginning of the target's next activation, the bamboo collapses and Encased immediately ends.

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Fangs of Discord

Type: Special Ability, Free Action (FA)
Mechanic: Fate vs. 7
Cost: 3 Fate Tokens

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Yang channels negative Chi into two mystical fangs that remain near him until he chooses to unleash their disruptive energy.

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On success, create 2 Fang of Discord Tokens and place them on Yang's unit sheet.

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Yang may have a maximum of 2 Fang of Discord Tokens at any time.

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Once per round, as a Free Action, Yang may spend 1 Fang of Discord Token to choose an enemy unit within 10 inches.

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Choose one of the following:

  • -1 Defense

  • -1 Dodge

  • -1 Willpower

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The chosen stat is reduced by 1 until the beginning of that unit's next activation.

A unit may only be affected by one Fang of Discord at a time.

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Using a Fang of Discord does not require an additional Fate roll and does not cost additional Fate Tokens.

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Yin and Yang

Type: Ultimate, Free Action (FA)
Mechanic: Fate vs. 6
Cost: 5 Fate Tokens
Limit: Once per game


Requirement: Yin and Yang must both currently be in the Vortex.

Yin and Yang bring their opposing forms of Chi together, temporarily creating perfect balance between positive and negative energy.

Move Yin and Yang into base contact with one another.

Every enemy unit currently in the Vortex receives the effect of a Fang of Discord.

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For each affected enemy unit, choose one:

  • -1 Defense

  • -1 Dodge

  • -1 Willpower

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Every friendly unit currently in the Vortex receives the effect of a Mystic Butterfly.

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For each affected friendly unit, choose one:

  • +1 Defense

  • +1 Dodge

  • +1 Willpower

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All bonuses and penalties last until the beginning of the affected unit's next activation.

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Using Yin and Yang does not consume any Fang of Discord Tokens belonging to Yang or Mystic Butterfly Tokens belonging to Yin.

Master Getsune

Special:

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Martial Arts

Master Getsune possesses the Martial Arts Universal Rule.

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When Getsune is targeted by an attack that rolls against Defense or Dodge, she may choose to defend using either her Defense or Dodge.

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The choice must be made before the attack roll.

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Chi

Master Getsune is a trained practitioner of Chi.

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Abilities identified as Chi techniques represent Getsune channeling her own internal life energy and are not considered Magic abilities unless specifically stated otherwise.

MASTER GETSUNE

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Overview

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Role: Master Getsune is a renowned Dichu martial artist who has dedicated much of her life to mastering the flow of Chi through the body. Through years of discipline and training, she has learned to push her physical abilities far beyond their natural limits, transforming speed, momentum, and precision into devastating martial techniques.

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Getsune believes that true strength comes not from overpowering an opponent, but from understanding the moment in which force should be applied. Her fighting style reflects this philosophy. She moves rapidly through the battlefield, positioning herself among her opponents before unleashing flowing combinations of kicks that allow one successful strike to carry naturally into the next.

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Although Getsune prefers close combat, her mastery of Chi allows her to project her internal energy beyond her body in the form of a powerful Chi Wave. When faced with an opponent that requires her full strength, she can unleash Dragon's Roar, releasing the restraints she normally places upon her Chi and focusing her entire martial discipline into a devastating combination of attacks.

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On the battlefield, Getsune is an aggressive and highly mobile martial artist who rewards careful positioning. In the hands of a skilled player, she can move into the heart of an enemy formation, strike several opponents in succession, or focus her full power against a single dangerous target.

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Core Information

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Summoning Points: 1 (Character)

Alignment: Neutral

Affiliation: Dichu

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Keywords

  • Character

  • Dichu

  • Martial Artist

  • Chi

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 6

  • Dodge: 8

  • Willpower: 5

Tactics and Strategies

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Master Getsune is an aggressive martial artist whose effectiveness depends heavily upon positioning and timing.

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Her high Dodge combined with Martial Arts makes her particularly difficult to hit with physical attacks. Her comparatively lower Willpower creates a clear weakness, however, making WILL-based abilities an effective way for an opponent to challenge her.

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Fleet Foot is one of the keys to using Getsune effectively. Its additional movement and ability to pass through enemy engagement areas without becoming locked allows her to maneuver into positions where Crescent Moon Kick can have the greatest effect.

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Crescent Moon Kick becomes increasingly dangerous when Getsune enters Melee Combat with several opponents. Every successful attack can flow into another enemy already engaged with her, allowing Getsune to punish tightly grouped enemy formations.

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Chi Wave gives Getsune an alternative when immediately entering Melee Combat would be disadvantageous. Because it travels in a straight line and can strike friendly units, careful positioning is essential. A well-positioned Getsune can strike several enemies with a single Chi Wave, while a poorly positioned one may endanger her own allies.

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Dragon's Roar changes how Crescent Moon Kick functions. Instead of flowing between several opponents, Getsune may concentrate her attacks against a single enemy, striking that target up to three times as long as each attack continues to deal damage.

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This allows Getsune to transition from a fighter capable of pressuring groups of enemies into a dangerous single-target combatant at a critical moment.

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Getsune is at her strongest when her player can anticipate where the enemy will be and position her accordingly. Her abilities do not simply reward aggression—they reward knowing when to enter the fight, where to stand, and which opponent must fall first.

Abilities:

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Crescent Moon Kick

Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage

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Getsune unleashes a rapid series of sweeping kicks, using the momentum of each successful strike to flow immediately into the next.

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If Crescent Moon Kick successfully deals damage, Getsune may immediately make another Crescent Moon Kick against a different enemy currently in Melee Combat with Getsune.

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She may continue making Crescent Moon Kicks as long as:

  • Each attack successfully deals damage.

  • Each attack targets a different enemy.

  • Each new target is currently in Melee Combat with Getsune.

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If any Crescent Moon Kick fails to deal damage, the chain immediately ends.

If at least one Crescent Moon Kick successfully deals damage, gain 1 Fate Token.

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Crescent Moon Kick may generate a maximum of 1 Fate Token per activation.

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Fleet Foot

Type: Special Ability, Free Action (FA)
Cost: 1 Fate Token

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Getsune channels Chi through her legs, allowing her to move with extraordinary speed and precision.

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Until the end of this activation:

  • Getsune gains +2 inches of movement.

  • Getsune may move through Difficult Terrain without penalty.

  • Getsune may move through enemy engagement areas without becoming locked.

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Fleet Foot does not allow Getsune to move through enemy models or other impassable objects unless another rule specifically allows her to do so.

 

Chi Wave

Type: Ranged (R), Chi
Range: 10" Line
Mechanic: Fate vs. Dodge
Cost: 2 Fate Tokens
Damage: Light Damage

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Getsune focuses her Chi before releasing it outward in a concentrated wave of energy.

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Draw a straight 10-inch line from Getsune.

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Every unit whose base is crossed by the line is targeted by Chi Wave.

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Make a separate Fate vs. Dodge roll against each affected unit.

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Friendly units caught in the path of Chi Wave are also targeted and must resolve the attack normally.

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Chi Wave is a Chi ability and is not considered Magic.

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Dragon's Roar

Type: Ultimate, Free Action (FA)
Mechanic: Fate vs. 6
Cost: 5 Fate Tokens
Limit: Once per game

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Getsune releases the restraints she normally places upon her Chi. Crimson energy erupts around her body, taking the form of a roaring dragon as her physical power and martial technique reach their peak.

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On success, Dragon's Roar remains active until the end of Getsune's next activation.

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While Dragon's Roar is active:

  • Crescent Moon Kick deals +1 Damage.

  • Crescent Moon Kick may target the same enemy more than once during its attack chain.

  • Getsune may make a maximum of 3 Crescent Moon Kicks against the same enemy during a single Crescent Moon Kick chain.

  • The target must still be in Melee Combat with Getsune.

  • Each Crescent Moon Kick still requires its own Fate vs. Defense roll.

  • If any Crescent Moon Kick fails to deal damage, the chain immediately ends.

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Dragon's Roar does not remove the normal limit of 1 Fate Token per activation generated by Crescent Moon Kick.

Eiko

Special:

 

Chi

Eiko is a trained practitioner of Chi.

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Abilities identified as Chi techniques represent Eiko channeling her own internal life energy and are not considered Magic abilities unless specifically stated otherwise.

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Mystic Arts

Eiko has mastered a spiritual discipline that allows her to defend herself through strength of mind and control of Chi rather than relying solely upon physical defenses.

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When Eiko is targeted by an attack that rolls against Defense or Willpower, she may choose to defend using either her Defense or Willpower.

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The choice must be made before the attack roll.

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Mystic Arts does not allow Eiko to substitute Defense or Willpower for Dodge.

Tactics and Strategies

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Eiko is a support Character whose effectiveness increases dramatically when the player understands formation, positioning, and activation timing.

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Her high Willpower combined with Mystic Arts gives her an unusual defensive profile. Physical attacks that target Dodge remain a weakness, but attacks against Defense or Willpower must contend with Eiko's considerable spiritual discipline.

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Petal Dance allows Eiko to contribute from a distance while generating the Fate she needs to power her more important support techniques. Because Eiko is not intended to be a primary damage dealer, Petal Dance is best used to maintain Fate generation while she remains positioned near the allies she intends to support.

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Petal Armor provides flexible protection without permanently increasing the durability of the entire team. Only one Petal Armor can exist at a time, meaning Eiko's player must continually decide who needs protection most.

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Protecting an aggressive Character before they enter combat may be useful early in a round. Moving that protection to an injured or exposed Character later can be even more important. The ability rewards anticipating where the opponent's next attack is likely to fall.

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Petal Storm allows Eiko to restore several nearby allies simultaneously. Its ability to both heal and remove negative Status Effects makes it particularly effective when an opponent has damaged or disrupted several members of the Dichu formation at once.

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Because Petal Storm affects up to three friendly units, careful positioning can greatly increase its value.

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Floral Deception is Eiko's defining battlefield technique.

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Unlike a normal movement ability, Floral Deception can affect every friendly unit within 10 inches. A well-positioned Eiko can therefore shift a large portion of the Dichu force simultaneously.

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The ability can be used to pull Characters out of dangerous Melee Combat, move allies toward Pillars of Fate, establish new attack angles, bring Characters closer together, spread the team apart, or prepare several Characters for their upcoming activations.

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The +1 Dodge granted afterward represents the continuing storm of petals obscuring the Dichu's movements and provides protection while the newly arranged formation takes shape.

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Eiko becomes particularly powerful when combined with the other specialized members of the Dichu. She can place Getsune where her melee combinations will be most effective, rescue vulnerable allies, or reorganize the team after Tinji has disrupted the opposing formation.

Eiko's strength does not come from controlling an opponent directly.

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She gives the Dichu player the ability to reshape their own formation when the battle demands it.

EIKO

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Overview

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Role: Eiko is a Dichu mystic who has dedicated herself to understanding the relationship between Chi, nature, and the living spirit. Rather than channeling Chi primarily through physical martial techniques, Eiko expresses her discipline through flower petals that respond to and carry her internal energy.

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Her graceful appearance hides an exceptional understanding of battlefield positioning. Eiko uses swirling petals to shield allies from harm, restore their strength, obscure their movements, and create opportunities for the Dichu to reorganize their formation before an opponent can react.

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Although Eiko is capable of defending herself, she is at her strongest when surrounded by allies. Her techniques become increasingly valuable as more members of her team gather around her, allowing her to protect and restore several Characters while preparing the entire formation for a sudden shift in position.

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On the battlefield, Eiko is a support and formation-control specialist. She does not seek to dominate through raw damage. Instead, she keeps the Dichu fighting, protects vulnerable allies, and uses Floral Deception to completely reorganize the friendly battle line at a critical moment.

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Core Information

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Summoning Points: 1 (Character)

Alignment: Neutral

Affiliation: Dichu

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Keywords

  • Character

  • Dichu

  • Mystic

  • Chi

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Statistics

  • Health: 5

  • Armor: 0

  • Speed: 5

  • Defense: 5

  • Dodge: 6

  • Willpower: 8

Abilities:

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Petal Dance

Type: Ranged (R), Chi
Range: 10"
Mechanic: Fate vs. Dodge
Damage: Light Damage

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Eiko channels Chi through a swirling stream of flower petals before sending them rapidly toward her opponent. What appears delicate from a distance becomes a cutting storm of petals as they strike their target.

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Special Rules:

  • If Petal Dance successfully deals damage, gain 1 Fate Token.

  • Petal Dance may generate a maximum of 1 Fate Token each round.

  • Petal Dance is a Chi ability and is not considered Magic.

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Petal Armor

Type: Special Ability, Free Action (FA)
Range: 10"
Cost: 1 Fate Token

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Eiko surrounds herself or an ally with a dense spiral of Chi-infused petals. The petals move instinctively around the protected unit, intercepting attacks before dispersing.

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Choose Eiko or one friendly unit within 10 inches.

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The chosen unit gains 2 temporary Armor.

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Petal Armor follows these rules:

  • Petal Armor cannot be healed or repaired.

  • Petal Armor is removed once its 2 Armor has been destroyed.

  • A unit may only possess one Petal Armor at a time.

  • Eiko may only have one Petal Armor active on the battlefield at a time.

  • If Eiko uses Petal Armor again while another Petal Armor is still active, the previous Petal Armor immediately disappears.

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This allows Eiko to move her protection between friendly units as the needs of the battle change.

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Petal Storm

Type: Special Ability, Chi
Range: 6"
Cost: 3 Fate Tokens
Limit: Once per round

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Eiko releases a swirling storm of restorative petals around herself. The Chi carried within the petals restores the bodies of her allies and helps return their natural energy to balance.

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Choose up to 3 friendly units within 6 inches of Eiko.

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Each selected unit:

  • Restores 1 Health.

  • Removes one negative Status Effect currently affecting it.

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Eiko may select herself as one of the three affected units.

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Petal Storm cannot restore Health above a unit's normal maximum Health.

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Floral Deception

Type: Ultimate, Chi, Free Action (FA)
Range: 10"
Mechanic: Fate vs. 6
Cost: 5 Fate Tokens
Limit: Once per game

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Eiko releases an enormous surge of Chi through the petals surrounding her. A massive storm of flowers erupts across the battlefield, obscuring the Dichu from sight and concealing their movements behind a constantly shifting curtain of petals.

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On a successful Fate vs. 6 roll, every friendly unit within 10 inches of Eiko may immediately move up to 3 inches.

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Eiko is also affected by Floral Deception.

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Movement granted by Floral Deception:

  • Does not count as the affected unit's Movement Action.

  • Does not trigger Melee Lock.

  • May move a unit into or out of Melee Combat.

  • Cannot move through enemy models or impassable terrain.

  • Cannot end with a model overlapping another model.

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After all movement has been completed, every friendly unit that was within 10 inches of Eiko when Floral Deception was activated gains +1 Dodge until the beginning of Eiko's next activation.

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A friendly unit does not have to use the 3-inch movement to receive the +1 Dodge bonus.

Tinji

TINJI

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Overview

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Role: Tinji is a master of movement and battlefield control whose martial discipline focuses on momentum, balance, and the manipulation of air through Chi. Where many warriors seek to overpower their opponents, Tinji believes that controlling where a battle is fought can be more important than the strength of the blows exchanged within it.

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Through years of training, Tinji has learned to move across difficult terrain with seemingly effortless grace, pass through enemy formations without becoming trapped, and channel his Chi into powerful kicks and sweeping techniques capable of physically displacing his opponents.

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On the battlefield, Tinji is a highly mobile displacement specialist. He excels at breaking enemy formations, pushing opponents away from important positions, moving fights to more favorable locations, and disrupting an opponent's plans without necessarily defeating their units through raw damage.

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In the hands of an experienced player, Tinji can turn positioning itself into a weapon.

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Core Information

 

Summoning Points: 1 (Character)

Alignment: Neutral

Affiliation: Dichu

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Keywords

  • Character

  • Dichu

  • Martial Artist

  • Chi

​

Statistics

  • Health: 5

  • Armor: 0

  • Speed: 6

  • Defense: 6

  • Dodge: 8

  • Willpower: 5

Special:

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Universal Rules

Martial Arts

Tinji possesses the Martial Arts Universal Rule.

When Tinji is targeted by an attack that rolls against Defense or Dodge, he may choose to defend using either his Defense or Dodge.

The choice must be made before the attack roll.

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Chi

Tinji is a trained practitioner of Chi.

Abilities identified as Chi techniques represent Tinji channeling his own internal life energy and are not considered Magic abilities unless specifically stated otherwise.

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Wind Walker

Tinji has learned to channel Chi throughout his body while moving, allowing him to cross the battlefield with extraordinary freedom.

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During Tinji's Movement Action:

  • Tinji may move through Difficult Terrain without penalty.

  • Tinji may move across elevated terrain as though it were normal ground.

  • Tinji may move through enemy engagement areas without becoming locked.

  • Wind Walker does not allow Tinji to move through other models or impassable terrain.

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Wind Walker requires no action or Fate Tokens to use.

Tactics and Strategies

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Tinji is a highly specialized Character whose greatest weapon is battlefield positioning.

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With Speed 6 and Wind Walker, Tinji can navigate terrain and enemy formations more easily than most Characters. He can cross difficult areas without sacrificing movement and pass through enemy engagement areas without becoming locked, allowing him to reach locations that would be difficult for other units to access.

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Reverse Palm provides Tinji with his basic Fate-generating attack while reinforcing his unusual relationship with Melee Combat. When Tinji initiates the engagement with Reverse Palm, he does not become locked by his own attack. This allows him to strike an opponent without necessarily committing himself to remaining there.

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Gale Force Kick allows Tinji to rapidly engage an enemy from a distance and physically relocate the fight. A successful kick pushes the target backward before allowing Tinji to follow, potentially moving both Tinji and his opponent away from their original positions.

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This can be used to push an enemy away from a Pillar of Fate, separate a Character from nearby support, or move an opponent toward another member of the Dichu team.

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Cyclone Fury punishes enemies for surrounding Tinji. Rather than simply attacking every opponent around him, Tinji can scatter those enemies in different directions, breaking apart formations and creating openings for his allies.

 

Because Cyclone Fury costs 3 Fate Tokens, deciding when the enemy formation is valuable enough to disrupt is an important part of using the ability effectively.

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Cyclone of the Dragon represents Tinji's greatest expression of battlefield control. Unlike many Ultimates, it deals no damage. Its power comes entirely from allowing Tinji to reposition as many as three enemy units at once.

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An experienced player can use Cyclone of the Dragon to disrupt an opponent's control of Pillars, remove protection from an important Character, separate units that depend upon remaining close together, place enemies into unfavorable Melee Combat, or create opportunities for other Dichu Characters.

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Tinji is therefore not a Character whose effectiveness can be judged purely by the amount of damage he deals.

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His purpose is to make sure the battle is happening where the Dichu player wants it to happen.

Abilities:

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Reverse Palm

Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage

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Tinji strikes his opponent with an open palm, redirecting his own momentum through the target while maintaining the fluid movement necessary to prevent himself from becoming trapped in the engagement.

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Special Rules:

  • If Reverse Palm successfully deals damage, gain 1 Fate Token.

  • Reverse Palm may generate a maximum of 1 Fate Token each round.

  • When Tinji initiates Melee Combat using Reverse Palm, Tinji does not become locked as a result of that attack.

  • An enemy may still lock Tinji normally if that enemy initiates the Melee attack against him.

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Gale Force Kick

Type: Special Ability, Chi
Range: 6"
Mechanic: Fate vs. Defense
Cost: 1 Fate Token
Damage: Light Damage

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Tinji channels Chi through his legs before launching himself toward an opponent with tremendous speed and force.

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Choose one enemy unit within 6 inches that Tinji can see.

Move Tinji directly toward the target until he enters Melee Combat with it. Tinji must have a legal path to the target and cannot move through other models or impassable terrain.

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Then make a Fate vs. Defense attack against the target.

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If Gale Force Kick successfully deals damage:

  • Push the target 3 inches directly away from Tinji.

  • Tinji may then immediately move directly toward the target until he is once again in Melee Combat with it.

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This movement does not count as Tinji's Movement Action.

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Cyclone Fury

Type: Special Ability, Chi
Mechanic: Fate vs. Defense
Cost: 3 Fate Tokens
Damage: Light Damage

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Tinji plants himself at the center of the engagement and releases a rapid series of spinning strikes empowered by Chi, sending the opponents surrounding him flying backward.

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Target every enemy unit currently in Melee Combat with Tinji.

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Make a separate Fate vs. Defense roll against each target.

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Any target that successfully suffers damage from Cyclone Fury is pushed 3 inches directly away from Tinji.

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Tinji chooses the order in which the attacks are resolved.

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A unit that is not currently in Melee Combat with Tinji cannot be targeted by Cyclone Fury.

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Cyclone of the Dragon

Type: Ultimate, Chi, Free Action (FA)
Range: 6"
Mechanic: Fate vs. 6
Cost: 5 Fate Tokens
Limit: Once per game

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Tinji releases an enormous surge of Chi into the air around him, creating a violent cyclone capable of lifting his opponents from the ground and scattering them across the battlefield.

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On a successful Fate vs. 6 roll, choose up to 3 enemy units within 6 inches of Tinji.

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Make a separate Fate vs. Dodge roll against each chosen unit.

For each successful roll, Tinji may move that enemy unit up to 3 inches in a direction of his choice.

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A unit moved by Cyclone of the Dragon:

  • Cannot be placed in impassable terrain.

  • Cannot be placed on top of another model.

  • Cannot be moved outside the battlefield.

  • May be moved into or out of Melee Combat.

  • Does not become locked as a result of this forced movement.

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Cyclone of the Dragon deals no damage.

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Each affected enemy is moved independently, allowing Tinji to place each successful target in a different direction or position.

Grand Tortoise

Special:

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Ancient Guardian

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The Guardian Tortoise's enormous shell and naturally hardened body provide protection far beyond that of an ordinary creature.

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The Guardian Tortoise's Armor cannot be ignored or bypassed unless an ability or effect specifically states that it bypasses Ancient Guardian.

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The Guardian Tortoise may still lose Armor or suffer damage normally from abilities that do not ignore or bypass Armor.

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Guardian Mount

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The Guardian Tortoise may carry one friendly Dichu Character at a time.

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If the Guardian Tortoise is in base contact with an eligible Character, the Guardian Tortoise may use a Free Action to mount that Character onto its back.

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While mounted:

  • The Character moves with the Guardian Tortoise whenever the Guardian Tortoise moves.

  • The Guardian Tortoise and mounted Character remain separate units.

  • The Guardian Tortoise and Character continue to activate separately.

  • The mounted Character cannot perform its own Movement Action while mounted.

  • The mounted Character may perform Ability Actions and Free Actions normally.

  • The Guardian Tortoise and mounted Character may be targeted separately.

  • Effects applied to the Guardian Tortoise do not automatically affect its rider, and effects applied to the rider do not automatically affect the Guardian Tortoise.

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A mounted Character may use a Free Action during its own activation to dismount.

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When dismounting, place the Character in base contact with the Guardian Tortoise in a legal position.

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A Character that mounts the Guardian Tortoise cannot normally dismount during the same round.

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The exception to this restriction is provided by Rolling Stone.

GUARDIAN TORTOISE

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Overview

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Role: The Guardian Tortoise is an ancient creature native to the lands of the Dichu, revered for its tremendous strength, incredible resilience, and calm temperament. Though slow and deliberate under normal circumstances, a Guardian Tortoise is capable of surprising bursts of speed when the need arises, carrying a warrior into battle before planting itself firmly against the earth and becoming a nearly immovable living fortress.

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The Dichu do not treat these ancient creatures as simple beasts of burden. A Guardian Tortoise that chooses to accompany a warrior is treated with great respect, and the bond between rider and guardian is one of trust rather than ownership.

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On the battlefield, the Guardian Tortoise is a heavily armored Companion and specialized mount. Its natural durability allows it to withstand attacks that would overwhelm smaller creatures, while its broad shell provides a stable platform from which a Dichu Character can travel across the battlefield.

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The Guardian Tortoise can fulfill several different roles depending on what its player needs. It can carry a Character rapidly into position using Rolling Stone, fight alongside its allies with Crushing Bite, or plant itself firmly in place with Fortress Stance and become an exceptionally difficult defensive position to remove.

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Core Information

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Summoning Points: 1 (Companion)

Alignment: Neutral

Affiliation: Dichu

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Keywords

  • Companion

  • Dichu

  • Guardian Tortoise

  • Mount

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Statistics

  • Health: 8

  • Armor: 3

  • Speed: 4

  • Defense: 7

  • Dodge: 3

  • Willpower: 5

Tactics and Strategies

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The Guardian Tortoise is an unusually versatile Companion whose role can change depending upon the needs of the Dichu player.

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With Health 8, Armor 3, and Ancient Guardian, the Guardian Tortoise is designed to absorb punishment. Its Dodge is extremely low, making it relatively easy to hit, but successfully hitting the creature and actually getting through its defenses are two very different things.

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Guardian Mount provides the Tortoise with its most unusual tactical role. A Dichu Character can ride upon its back while remaining a separate unit, allowing the Tortoise to transport Characters that may benefit from additional protection or need assistance reaching an important position.

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The Guardian Tortoise's natural Speed 4 means that simply riding it does not automatically provide superior mobility. Instead, you  must decide whether spending Fate on Rolling Stone is worth the increased movement.

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Rolling Stone transforms the Guardian Tortoise from a slow defensive creature into a Speed 6 transport for the remainder of its activation and could be used to take a critical point in the vortex. The optional Rapid Dismount creates an even more aggressive use for the Tortoise. By spending the additional Fate Token, a Character that mounted during the same round may dismount after being transported and continue its activation normally.

Abilities:

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Crushing Bite

Type: Melee (M)
Mechanic: Fate vs. Defense
Damage: Light Damage

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The Guardian Tortoise lashes forward with surprising speed, crushing anything unfortunate enough to be caught between its powerful jaws.

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Special Rules:

  • If Crushing Bite successfully deals damage, gain 1 Fate Token.

  • Crushing Bite may generate a maximum of 1 Fate Token each round.

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Rolling Stone

Type: Special Ability, Free Action (FA)
Cost: 1 Fate Token

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The Guardian Tortoise lowers its massive body and surges forward with surprising speed. Once it builds momentum, the enormous creature becomes an armored transport capable of carrying its rider rapidly across the battlefield.

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Until the end of the Guardian Tortoise's activation:

  • The Guardian Tortoise's Speed becomes 6.

  • A mounted Character moves with the Guardian Tortoise normally.

  • The Guardian Tortoise cannot use Fortress Stance during the same activation in which it uses Rolling Stone.

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Rapid Dismount

If the Guardian Tortoise uses Rolling Stone during the same round that a Character mounted it, the controlling player may spend 1 additional Fate Token when that Character activates to ignore the normal restriction preventing it from dismounting during the same round it mounted.

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The Character must still use its normal Free Action to dismount.

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After dismounting, the Character may continue its activation normally, including performing its normal Movement Action if it has not already done so.

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Fortress Stance

Type: Special Ability
Cost: 2 Fate Tokens

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The Guardian Tortoise plants its massive legs firmly against the ground and partially withdraws behind its enormous shell. Once settled into position, the ancient creature becomes a living fortress capable of protecting both itself and the warrior riding upon its back.

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Until the beginning of the Guardian Tortoise's next activation:

  • The Guardian Tortoise cannot voluntarily move.

  • The Guardian Tortoise cannot be moved by enemy abilities or effects.

  • The Guardian Tortoise gains +1 Armor.

  • A Character mounted on the Guardian Tortoise gains +1 Defense while it remains mounted.

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If a Character mounts the Guardian Tortoise after Fortress Stance has already been activated, that Character receives the +1 Defense while mounted.

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If the Character dismounts, it immediately loses the +1 Defense.

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The Guardian Tortoise cannot use Rolling Stone while Fortress Stance is active.

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