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====Seishin==== Seishin are pilot abilities that bestow bonuses and specific effects to help in battle. They use seishin points upon activation in battle. Unless specified in the effects, Seishin cannot be used twice in the same turn. By default, you can get a free 1 starting point for the purpose of purchasing seishin. Each seishin has a different starting point cost, seishin point use, and effect that lasts for the rest of the turn, so refer to the list below for more information: FORMAT: Starting Point Cost - Name - Effect - Seishin Point Cost *1 - Invincibility - Take no damage on your next failed defense. - 1SP *1 - Flash - Automatically succeed the next defense. - 1SP *1 - Analysis - The GM reveals information on the stats of a target. You gain a +1 success to offense rolls made against that target until end of turn. Can be used multiple times, but not on the same target/s. - 1SP *1 - Accelerate - Gain +1 die for all your actions until end of turn. In the case of functions with multiple pools, this grants the bonus for all pools. - 1SP *2 - Concentration - Add +1 success to all your defense and offense roll until end of turn. - 1SP *2 - Lock-on - Automatically succeed your attacks until end of turn. If you have failed an attack roll, you may replace your success rate with a success rate equal to the opponent's defense rate plus one. - 2SP *2 - Iron Wall - Take only 1 damage from each failed defense until the end of turn. - 3SP *2 - Focus - Increase your own morale level by 1 point. Can be used multiple times. - 4SP *3 - Intuition - Activate Lock-On and Flash's effects until the end of turn - 3SP *3 - Guts - Restore 1/3 of your own armor points, rounded down. Can be used multiple times. - 3SP *3 - Trust - Restore a target's Armor by 2 points. Can be used multiple times. - 3SP *3 - Direct Hit - If successful, the next attack is automatically a critical. - 3SP *3 - Inspire - Grant the effects of Lock-on to an ally until end of turn - 4SP *3 - Hot Blood - Double the damage of your next successful attack. - 4SP *4 - Luck - You may re-roll your next failed action. This is prior to any +1 successes, so you may still keep these bonuses after. - 4SP *4 - Effort - You gain +5 dice for your next action. In the case of functions with multiple pools, this grants the bonus for all pools. - 4SP *4 - Guts+ - Fully Restore your own Armor. - 5SP *4 - Resupply - Restore a target's energy to full. Can be used multiple times. - 5SP *4 - Bonds - Restore 1/2 of a target's armor, rounded down. Can be used multiple times. - 6SP *4 - Vigor - Raise your morale by 2 points. Can be used multiple times. - 6SP *5 - Empower - Restore an ally's Seishin points by 5. Can be used Multiple Times. - 6SP *5 - Soul - Multiply the damage of your next successful attack by 2.5, rounded up. - 6SP *5 - Friendship - Fully restore a target's Armor points. Can be used multiple times. - 7SP *5 - Rouse - Grant the effects of Hot-Blood on an ally - 8SP *5 - Cheer - Grant the effects of Effort on an ally. - 8SP *6 - Courage - Activate the effects of Accelerate, Invincibility, Lock-on, Direct hit, and Hot Blood on Self - 9SP *6 - Love - Activate the effects of Accelerate, Flash, Lock-on, Hot-Blood, Luck and Effort on self. - 9SP *6 - Zeal - You may take another action this turn - 9SP
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