Infernal Reaper Skills

 
Inherent Skills:
Reaper of Souls Inherent Passive
Your scythe spells death for your foes, and their strength becomes your own. Whenever you deal the killing blow to a unit, you heal for Target Level*2 HP, regain Target Level FP, and gain stacks of Soul Energy depending on the size of the enemy. Tiny and Small units grant 1 stack, Normal units grant 4 stacks, Large units grant 8 stacks, Giant units grant 16 stacks, and Massive units grant 32 stacks. Artificially created enemies and generally soulless enemies do not grant stacks of Soul Energy. For every 25 stacks of Soul Energy, increase your damage dealt by 1. This bonus stacks infinitely. At 100 or more stacks, roll an extra damage die whenever you perform an attack. At 200 or more stacks, all Active - Offensive skills now roll to hit with Advantage. You lose half of your stacks if you become Incapacitated.

Basic Skills:

Crescent Slash Basic Active - Offensive
Use your scythe to slash upward with great power.
Attack Type: Physical Property: Single Target
FP Cost: 1 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 1d12 + PDMG physical Dark damage. Leaves the target Knocked Up.

Full Moon Basic Active - Offensive
Create a ball of dark energy to burst upon your enemies.
Attack Type: Magical Property: Single Target, Impact Line, Splash AoE
FP Cost: 2 FP Range: 0’ - 40’
Cool Down Category: A
Combat Effects: Deals 1d12 + PDMG magical Dark damage. Also deals damage to all units adjacent to the target. All hit units are now Flow Blocked for 1 round. You may spend 1 stack of Soul Energy to increase the radius of the explosion to 10’.

Harvest Moon Basic Active - Buff
Prepare your scythe to gather souls regardless of dealing a killing blow.
Attack Type: Magical Property: Target User
FP Cost: 6 FP Range: None
Buff Duration: 3 rounds Cool Down Category: C
Effect: Whenever you deal damage, gain 1 stack of Soul Energy for each unit hit. You may use this skill as a Quick Action, or you may move your entire Movement Speed during your Move Phase and still use this skill as your Main Action.

New Moon Basic Active - Defensive
Cleanse your body and return it to a neutral state.
Attack Type: Magical Property: Target User, Special - Interrupt
FP Cost: 3 FP Range: None
Cool Down Category: B
Effect: You may use this skill at any time. Remove all existing Status Ailments and Debuffs on yourself. You may spend 2 stacks of Soul Energy to cause your next Normal Attack to heal you and replenish your FP equal to the damage it deals.

Reap Basic Active - Offensive
Slice an enemy with excessive force to collect their soul.
Attack Type: Physical Property: Single Target
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: A
Combat Effects: Deals 2d8 + PDMG physical damage. If this skill dealt the killing blow to a unit, you gain double the amount of Soul Energy.

Spinneret Basic Active - Offensive
Spin in a circle while swinging your scythe to damage everything around you.
Attack Type: Physical Property: Point-Blank AoE
FP Cost: 2 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 1d12 + PDMG physical damage to all units adjacent to you. Roll 1d6 for each hit unit. On a result of 5-6, that unit is Flow Blocked for 1 round. You may spend 1 stack of Soul Energy to increase the range of this skill to 10’.

Advanced Skills:

Black Spectre Advanced Active - Defensive Buff
Temporarily take form of an intangible shadowy spectre to move around freely.
Attack Type: Magical Property: Target User
FP Cost: Varies Range: None
Cool Down Category: 2
Effect: You must skip your Move Phase in order to use this skill. Spend 3 FP. Until the beginning of your next turn, your body transforms into an intangible shadowy spectre. While in spectre form, you are immune to all attacks. You may spend any amount of FP to move 10’ times the amount of FP you spent, up to your Movement Speed. While moving, you are unhindered by terrain, ignore Deadlock, and can pass through solid objects.

Death Gate Advanced Active - Summon
Create a one-way portal to teleport to a nearby spot.
Attack Type: Magical Property: Summon
FP Cost: 5 FP Range: 0’ - 30’
Buff Duration: 3 rounds Cool Down Category: C
Effect: Create an entrance gate within 30’ of you and in direct line of sight. Then create an exit gate within 30’ of the entrance gate. You do not require direct line of sight to the exit gate. Both gates are 8’ tall and 5’ wide. Any unit may pass through the entrance gate to arrive through the exit gate. The exit gate cannot be entered to return to the entrance gate.

Ebony Ward Advanced Active - Defensive Buff
Create a black ward to surround your body and protect you from damage.
Attack Type: Magical Property: Target User
FP Cost: 4 FP Range: None
Cool Down Category: A
Effect: Gain a shield that prevents the next (Character Level*3 + 10) damage that would be dealt to you. You may spend 3 stacks of Soul Energy to prevent new applications of damage over time status ailments as long as the shield is active. If you recast Ebony Ward while the shield is still active, you lose this effect.

Imprison Advanced Active - Debuff
Shackle an enemy in chains to restrain them.
Attack Type: Magical Property: Single Target, Special - Interrupt
FP Cost: 4 FP Range: 0’ - 20’
Cool Down Category: A
Effect: Do not roll to hit. Instead, the target must pass a Vitality check of 10 plus your Strength Modifier or higher. If they pass, this skill does nothing, but its Cool Down is reduced to 1 round and you are refunded half of its FP. Leaves the target Defenseless for 1 round. You may perform a Normal Attack or Active - Offensive skill after this skill resolves. If you deal the killing blow to the target while it is imprisoned, you gain double the amount of Soul Energy.

Lunar Festival Advanced Active - Offensive
Perform a combination of swings with increasing power.
Attack Type: Physical Property: Single Target
FP Cost: 3 FP Range: 0’ - 5’
Cool Down Category: None
Combat Effects: Deals 2d10 + PDMG physical Dark damage. If this skill is used twice in a row, it deals 2d12 damage instead. If this skill is used thrice in a row, it deals 3d10 damage instead, leaves the target Knocked Up, and its Cool Down Category is changed to B. On the third use, you may spend 3 stacks of Soul Energy to increase the damage by 2d10.

Moonlit Gale Advanced Active - Offensive
Charge your scythe with lunar energy and unleash it as a powerful wind.
Attack Type: Magical Property: Cleave AoE
FP Cost: 5 FP Range: 0’ - 20’
Cool Down Category: B
Combat Effects: Deals 2d8 + PDMG magical Wind damage to all units within a 20’x15’ area in front of you. Roll 1d6 for each hit unit. On a result of 4-6, that unit is now Staggered. You may spend 1 stack of Soul Energy for each hit unit to leave them Flow Blocked for 1 round.

Red Eclipse Advanced Active - Offensive
Dash forward while spinning your scythe in a blazing fury.
Attack Type: Physical Property: Pass-Through Line AoE
FP Cost: 4 FP Range: 0’ - 25’
Cool Down Category: A
Combat Effects: Move up to 25’ in a straight line, ignoring Deadlock while doing so, and deal 3d8 + PDMG physical Fire damage to all units in your path. If this skill dealt the killing blow to a unit, you gain double the amount of Soul Energy.
Other Effects: Red Eclipse is capable of setting combustible objects on fire.

Daily Skills:

The Immortal Death Daily Active - Summon
Summon your own personal personification of death to fight by your side for a period of time.
Attack Type: Magical Property: Summon
FP Cost: None Range: None
Summon Duration: 3 rounds Cool Down Category: D
Effect: You must skip your Move Phase to use this skill. After using this skill, you are Defenseless until your next turn. Summon your personal personification of Death, who may begin to act during the next round. Death is immune to all attacks, has the same stats as you do, and may perform any of your Basic and Advanced Active - Offensive skills regardless of FP Costs and Cool Downs. Killing blows dealt by Death grant you double the amount of Soul Energy. Skills performed by Death that would already grant you double Soul Energy grants you triple instead. Skills performed by Death that may spend stacks of Soul Energy for an extra effect do not need to spend stacks for the extra effect. Death has its own turn separate from yours with one Move Action and one Main Action. You may spend 10 stacks of Soul Energy to increase the duration of this summon by 1 round (max. 3).
Overflow Bonus: 10 HP cost - Attacks performed by Death roll an extra damage die.

Infernal Umbra Daily Active - Buff
Cloak yourself in burning darkness to empower your body.
Attack Type: Magical Property: Target User
FP Cost: None Range: None
Buff Duration: Entire battle Cool Down Category: D
Effect: You may use this skill as a Quick Action. You may use this skill and still perform The Immortal Death during the same day. You may spend stacks of Soul Energy to gain the following effects (each effect may only be performed once per round):
- 10 stacks: Your next attack deals double damage.
- 7 stacks: Gain an additional Main Action.
- 5 stacks: Your next attack Ignores Defense. If the attack would already Ignore Defense, roll 2 extra damage dice.
- 4 stacks: Your next attack is guaranteed to hit. You must still roll to hit in case of a Critical Hit or Critical Miss; however, the effects of a Critical Miss are ignored.
- 2 stacks: You may move your entire Movement Speed during your Move Phase and still perform a Main Action.
- 2 stacks: Your next attack heals you for half the damage dealt.
- X stacks: Whenever you would be dealt damage, you may spend 1 stack to prevent 4 of that damage.