Yomi
"Understanding is a three-edged sword:
Your side, their side and the truth."
- Engage your mirror self [Boss variant] in combat and survive.
- Must be of Good or Evil alignment [Alignment changes during ability use]
- Access to at least 1 advanced element as part of the character's core identity
- 3 basic elements have a special status in this system. Known as the 2 cornerstones and the familiar Affinity.
The Yomi's class skills (and the key ability for each skill) are:
Primal Arts [INT], Energy Control [WIS]
Skill Points At Each Level: 2 + Intelligence Modifier1: Stare into the looking glass | +3 Mag Bauble
2: Logical Energy Consumption | +3 Mag Bauble
3: Swift Energy Weaving | +3 Mag Bauble
4: Talent Slot - Magic | +3 Mag Bauble
5: Sublimation | +3 Mag Bauble
Stare into the looking glass
Starting at 1st level, as a free action, a Yomi can Switch between modes at the cost of 1 HP or 1 Sanity.
[Cost is doubled for Twilight Mode]
These modes are based on their Identity and the Identity of their Mirror.
Mode A: Lightside Mode - Light magic use + boost
Mode B: Darkside Mode - Dark magic use + boost
Mode C: Twilight Mode - [Light + dark both usable but no bonus, Twilight spells receive bonus] Must discover the 'third edge'
Gain +1 Die to damage or healing spells matching the Mode morality and to assigned advanced elements.
All Buff/Debuff spells gain +1 duration per Yomi Level depending on what mode they belong to
Caster Level of all spells +1 per Yomi Level depending on what mode they belong to
Caster level checks made to overcome Spell Resistance are increased by 1 per Yomi level if they are affiliated with the active mode.
Healing
Positive energy healing is improved by Lightside mode
Negative energy healing is improved by Darkside mode
Twilight mode gains the feature of healing forsaken without error as they can also 'see which side of the line they are on'
MAG: Yomi are capable of pushing their MAGs further in the domain of Energy and Willpower - from a 20 to a 25% limit. [1 step]
Logical Energy Consumption
Penury [Lightside] - At 2nd level, 3 times per day, as a move action, a Yomi may reduce the CP cost of her next Mode A spell by 50%.
Parsimony [Darkside] - At 2nd level, 3 times per day, as a move action, a Yomi may reduce the CP cost of her next Mode B spell by 50%.
Bourgeois [Twilight] - At 2nd level, 3 times per day, as a move action, a Yomi may reduce the CP cost of her next Mode C spell by 50%.
Swift Energy Weaving
Celerity [Lightside] - At 3rd level, once per day, a Yomi may cast a Mode A spell up to 1/2 character level as a swift action.
Alacrity [Darkside] - At 3rd level, once per day, a Yomi may cast a Mode B spell up to 1/2 character level as a swift action.
Manifest [Twilight] - At 3rd level, once per day, a Yomi may cast a Mode C spell up to 1/2 character level as a swift action.
Sublimation
Sublimation (Nei):
At 5th level, 3 times per day, as a swift action, a Yomi may activate this ability which lasts 2 rounds per Yomi level.
Each round, the Yomi is drained of 5 HP and gains 4 CP.
Once activated, it cannot be stopped and either runs its course, or the caster falls unconscious, which cancels this ability.
Cornerstones: Two basic elements purchased are cornerstones - they will always work in whichever mode they are in and they are the secondary components to the switching between Light and Dark sides.
For example: Matt Snow and his alternate self Matt Ashen are on the Ice | Lava dynamic
Matt buys Water - this is his affinity and it turns off when he isn't in Lightside. it is replaced with Fire in Darkside
He buys Earth and Wind. These are the cornerstones
Wind is needed to Make Ice which is his True primary. [Advanced element]
Earth is needed to make the Lava with Fire when he is in his Dark reflection
This leaves one element remaining - Lightning which is linked to the Third edge if discovered later.
It is the element that would turn on in a neutral state to fill in for Water or Fire.
Based on this - his third edge [advanced] would likely be Explosion
Because of the unique magic system revolving around this class, it is extremely easy to Mess up spell access for class eligibility. While any staff member may assist you in leveling up the Yomi class, you should confer with the lead designer when making your character to make sure your Energy access is set properly at the beginning.
Taiga notes
Starting Meseta: 1000-might 1250-magic 1500-civilian [This should be likely + 1 zero more on each. to be done when coupons are updated!]
Basic classes use 11 points split among [HP, Energy, skills and proficiencies]
+1 HP [1] +2 HP [2]
1d4 control [0] 1d6 [1] 1d8 [2] 1d10 [3]
4 + Int at level 1 ||| 2 + Int per level after [0] 6 + Int at level 1 ||| 4 + Int per level after [2]
Highly skilled increases [Per level after] up to match Initial and costs [2]
-----------
Advanced classes use 7
Skill base is 2 + Int per level. [0]
----------
Prestige uses 4 Class design points
1 Class ability per level [5 total] If one is replaced with a talent slot. Add +1 Class design point, This is referred as talented
Skill base is always just INT mod, unless highly skilled - costs 2, sets base to 2.
Special:
Artifact Collector - Mag baubles per level increase from 2 to 3.
Martial | Magic Focus - Mag baubles per level drop from 2 to 1.
Gain 2 Class design points used in HP, CP or Proficiencies or extra class abilities.
Cannot be used with Highly Skilled {Prestige}