Then I remembered I have to actually convince admins to let me put this filler arc into the game in the first place, and time and effort means that'll take a while, so I may as well get that first stage of balance and so on out of the way, and who knows, could help my case.
So, we have the Akuma Order. They are a group of monks who are basically evil. Their focus is on stealing the spirits of their enemies in one way or another and using that to make themselves more powerful. The plan is that this is basically an entire clan of villians, and that there is only one good guy unlock in this filler arc, and then you unlock two of the bosses and the final bosses are market content. Dunno how that'll work but we'll see.
Also, cheers and such to lucas for enabling me to be lazy and not make energy icons myself.
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Akuma Order: An ancient order of monks who focus on the consumation of spirits to increase their power, as opposed to the Budou Order calming their own spirit to achieve enlightenment. They, like all other monk orders, have a single Grandmaster and the rest of the order fills various lesser ranks ranging from master down to initiate. Having discovered where it is that monks draw their supernatural powers from, the Akuma have developed techniques that appear more like ninja arts than monk disciplines. The current Grandmaster, Akuma Kiga, has heard rumours of a gate to the Spirit World existing in the nearby Seishin ruins, and is prepared to go to any length to see its power be his.
Akuma Oni (90HP Assassination):
Oni is a tall, dark eyed man in his mid twenties who has shaved his head bald in placed metal studs over his scalp. Dressed in the black and red torn robes of his order and with his nails sharpened into claws, Oni is a ferocious demon on the battlefield few willingly cross.
Demon Rend: Deals 10 damage to one enemy.
Cost:

CD: 0
Class: Melee, Instant
Demon Roar: Stuns one enemy. The following turn, damage dealt by Demon Rend is increased by 10, and melee damage dealt to Oni is increased by 10.
Cost:

CD: 2
Class: Mental, Aura
Demon Cannon: Deals 10 affliction damage and removes all Stolen Essence charges on Oni.
Cost:

CD: 0
Class: Mental, Instant
Stolen Essence: Every 10 damage Oni deals in one turn generates 1 Stolen Essence charge. Every 10 damage Oni receives in one turn generates 1 Stolen Essence charge. Stolen Essence charges increase the damage of Demon Cannon by 10.
Cost:
CD: 0
Class: Passive, Aura
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Akuma Hannya (HP 80 Disruption): Slender, blonde haired and pale skinned, wearing less damaged robes than her master, Hannya is recently turned 18 and desperate for the power to make her up in the Order. While she has yet to learn many of the more devastating powers, she focuses instead on stealing the essence from her foes and taking their advantages from them when they least expect it.
Siphoning Blow: Deals 15 damage and the target is affected by Sirene's Call for 4 turns.
Cost:

CD: 0
Classes: Melee, Aura
Extracting Strike: Deals 10 affliction damage to all enemies affected by Sirene's Call. Healing caused by Siren's Call is increased by 15 for 2 turns.
Cost:

CD: 2
Class: Tactic, Aura
Traitorous Gift: Heals all enemies by 10, and grants 1 Agility energy for each enemy healed affected by Sirene's Call.
Cost:

CD: 3
Classes: Tactic, Instant
Sirene's Call: When an enemy affected by Sirene's Call is healed, Hannya is healed for the same amount. This effect cannot take place if Hannya is stunned.
Cost:
CD: 0
Classes: Passive, Aura
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Akuma Akumu (HP 130 Assassination): Akumu is the current Grandmaster of the Akuma and the strongest that has ever lived. While growing into his late fifties, he has sustained his body through the consumption of the spirits of the dead, allowing him to remain strong and healthy despite the scars that show wounds that should have been fatal. His skin is dark and painted with scars, and his eyes have long since lost colour and are now dead white. Of his Akuma robes, none remains but the lower half of his outfit, the upper half having been lost in battle decades ago.
Savage Cannon: Deals 20 damage to one enemy.
Cost:

CD: 2
Class: Ranged, Instant
Brutal Volley: Deals 15 affliction damage to one enemy, and stuns all other characters on the opponents team.
Cost:

CD: 5
Class: Mental, Channeling
Corpse Touch: Deals 35 damage to one enemy and heals Akumu for 35 health.
Cost:

CD: 5
Class: Melee, Instant
Eternal Hunger: Akuma gains 1 Eternal Hunger charge and 1 Intelligence energy when a character is killed. Akuma Each Eternal Hunger charge increases damage dealt by Akuma by 5 and reduces his cooldowns by 1 permanently. Every 2 charges melee and ranged damage dealt to Akuma is reduced by 10.
Cost:
CD: 0
Class: Passive, Aura
---------------------------------
Warlord Mamoru (HP: 100 Assassination): Dressed in what remains his old Shogun Military outfit, though it has been worn by age and lack of repairs considerably, Mamoru is in his mid thirties and sports a short beard streaked with white. He wears a torn cape marked with the symbol of the Seishin clan, and carries a strange weapon that appears to be a crossbow with five firing slots loaded with shuriken. At his side he carries several round magazines for reloading his strange weapon.
Targetted Shot: Deals 15 damage to one enemy and reduces ranged and melee damage dealt by that enemy by 10 for one turn. Consumes 1 Shot.
Cost:

CD: 1
Class: Ranged, Instant
Full Volley: Deals 10 damage for every Shot Mamoru has to one enemy. Consumes all remaining Shots and stuns all Tactic skills on Mamoru for 1 turn.
Cost:

CD: 0
Class: Ranged, Instant
Reload: Gives Mamoru 5 Shots (to a maximum of 5) and puts Full Volley on a 2 turn cooldown.
Cost:

CD: 0
Class: Tactic, Aura
Opportunistic Reload: Gives Mamoru 1 Shot (up to a maximum of 5) and makes Mamoru invulnerable for 1 turn.
Cost:

CD: 4
Class: Tactic, Instant

Big thanks to JoeTurtle for this one^^
Posted on February 21, 2012 3:42 AM



