Base Class: Fighter
As A Spirit Tension Fighter You get to have an Spirit Animal of your choice that is of medium size that acts both a Fighting Partner and A Medium for any moves that can be drained by the Tension Gauge .Tension which is to be the indicator of your characters hostility and is manifested into a spirit animal of sorts , but is originally a gameplay mechanic and an extremely important resource in the Guilty Gear series. It directly affects many of a character's offensive and defensive options during combat. The system's utilization, with its features and subtleties, can often be the deciding factor of a victory or a loss. The Gauge increases whenever the character uses aggressive moves like dashing towards the enemy, taking damage or making consecutive attacks. As a general rule: the more aggressive the action against the opponent, the more the gauge will fill up. If an overdefensive playstyle is used, a Negative Penalty will be incurred. If in a given time interval, the player continues passive actions like becoming incapacitated, exiting combat or retreating, the Tension Gauge will drop by one per turn. Appearance wise your spirit attaches to you by having its legs hidden so it can wrap its spirit tails around your legs (Giovanna from Guilty Gear Strive as Reference).
Tension
When you choose this archetype at 3rd level, you learn to perform Installs that help turn the tide of battles.
Installs. You Have a list of moves you can preform called Installs these Installs are used to provide a huge burst of damage/effects to an Enemy. You can use up to 2 Installs per turn as a Bonus Action (3 at 7th , 4 at 10th , 5 at 15th , Infinite at 18th).
Tension. You gain a number of Tension points equal to your Constitution modifier (minimum of 1). You gain Tension the more offense you provide so taking damage, ending a turn within melee distance of an enemy, or landing a crit(You earn 2 for a crit), You lose Tension by healing above half of your hp or retreating from an enemy.
Saving Throws. Some of your Installs require your targets to make a saving throw to resist the Installs effects. The saving throw DC is calculated as follows:
Install save DC = 8 + your proficiency bonus + your Constitution modifier
Intimidating Aura
Due to your spirit not only increasing your Tension in battle but you developed a bit of an Intimidating Aura even when you don't mean to sometimes.
Installs
Installs are used to preform a set of moves as your bonus action that can either make or break a battle be careful though some Installs require other Installs to actually use them.
Sepultura. Expend 1 bar of Tension to preform A slightly vertical attack with your spirit that has the ability to give you Advantage on your next Attack. (Can be used as a starter to just about every Install but it can be used to extend combos.)Unlocked at 3rd Level
Trovão. Expend 1 bar of Tension to wrap yourself in your spirit and preform an attack that moves you forward 15ft to advance towards an opponent. (Cant be used to combo into other Installs but can be used multiple times.)Unlocked at 3rd Level
Bandit Trap. Expend 1 bar of Tension to send your spirit towards a target with 60ft of your line of sight and Restrain them with the enemy making a STR saving throw to break free, if it connects you can not gain Tension or use any of your other Tension moves until the target either breaks free or you use Bandit Bringer.(Cant be used to combo with any Installs until the start of your next turn.)Unlocked at 3rd Level
Tyrants Rave. Expend 2 bars of Tension as you preform A series of two attacks with your spirit moving with your arm. (Can only be used after preforming Sepultura.)Unlocked at 5th Level
Bandit Bringer. Expend 2 bars of Tension to pull your opponent 30 ft closer to you and preform a diving attack leaving them on the floor Prone if they fail a STR saving throw, your spirit returns after wards.(Can only be used after using Bandit Trap and while 30ft of the enemy.) Unlocked at 5th Level
H.M.C(Heavy Mob Cemetery.) While at low health(DM's Choice)Expend an entire gauge of Tension whether it is 1st or 2nd Gear and go into a temporary state of being fully possessed by your spirit and entering Dragon Install 2nd Gear and charge at your enemy within 60ft of your line of sight while you grab and slam them down into the ground leaving them Stunned, If they are size large or greater instead preform a huge punch. Enemies make a CON Saving throw against your Install save DC to avoid being Stunned.(You can not take any other actions before or after this and cant gain Tension till the end of your next turn).Unlocked at 10th Level
Dragon Install 1st Gear
Become partly possessed by your spirit with your hair glowing A color of your choice with your appearance becoming slightly more like akin to your spirit (Ky Kiske Dragon Install as reference)
Expend half of your Tension to gain a d8 on every attack while gaining an increased movement speed of 10ft for 3 turns.
Tension 2nd Gear
Gain more access to Tension to preform so more combos and Installs. As well as increasing Tension gain by 2 instead of 1 by ending a turn near an opponent and now gaining 4 Tension per crit.
Dragon Install 2nd Gear
Become fully possessed by your spirit this time taking a full beast like form. Your Tension is on a drain of 1 Tension per turn while in this form but now you get a d10 for any attack while in this form. you cannot gain any extra Tension while in this form and it non cancelable.
Install Mastery
Gain Mastery of your Installs and become stronger. All Installs are now reduced by 1 for how much Tension is required and you can use them as many times in a turn as you want as long as you have the Tension. (Except for H.M.C and any other Installs that use 1 Tension by default.)
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