Eclipse Abilities
Now that the Eclipse Diver state has been opened to a larger amount of players, and the Goddess Yami herself is living amongst humans, the ability to influence the power of that state through the use of GP has been obtained in the form of Eclipse Abilities. While not as unique as your Eclipse "Power," (which already skew fights in their favor) Eclipse Abilities are those that naturally come about as one comes closer to the "Soul Sea," and can be thought of as side-powers that stem from your connection to that sea of souls.
Eclipse Abilities have two classifications, Eclipse/Light and Eclipse/Dark.
Because humans exist on both sides, it is possible to take powers of both types. The powers themselves are not exactly representative of good or evil; they are just what they say they are, light or dark. However, having more from one side than the other will skew you in that direction, which may affect aspects of your ED later on.
That's not important though, probably.
They all cost 30 GP, go nuts.
Phantasm (Eclipse/Light): While the Eclipse State is active, user can choose to phase through physical objects or attacks, completely negating damage, and allowing one to travel through the world as if they were a ghost, unconstrained by the environment. However, because of their immateriality, they cannot directly attack or affect things this turn. Spiritual and Magical Attacks can still cause damage to the user in this state, but evasion of attacks, as well as escape from battle, is increased.
Counter Force (Eclipse/Light): While the Eclipse State is active, in situations where a large number of people (or humanity itself) are at risk, the turn limit for Eclipse Diver is doubled, and the amount of spiritual power one has access too becomes effectively infinite so long as they directly move to oppose the risk to humanity. However, because one is more in tune with the "will of the world," it is possible for the Eclipse State to be triggered involuntarily by certain events.
Soul Sync (Eclipse/Light): During the Eclipse State, it becomes possible to use a Major Perk or ESP ability of those people that one possesses a powerful bond with, be it through a strong friendship, familial bonds, or love. The borrowed power is just as strong as the original, and can be freely used along with ones other powers, however, only one such power can be mimicked at a time. Only "human type" powers can be mimicked in this way.
Restore (Eclipse/Light): Activation of the Eclipse Diver state removes all negative afflictions from the user, regardless of whether they are physical or supernatural in nature. However, life force that has already been lost is not restored by this effect.
Life Stream (Eclipse/Light): When in the Eclipse State, the user rapidly recovers their life force. Can cure afflictions such as missing limbs, but does not affect supernatural curses that linger in the body. Additionally, because of the extreme amount of life force, pain is numbed, and the user does not suffer from extreme fatigue upon exiting the Eclipse State.
Banestone Suppression (Eclipse/Light): Nullify all effects of a Bane Stone carried on one's person while in the Eclipse State, and reduces the damage taken from bane stone powered attacks. Additionally, repeated attacks against Bane Stone users have a chance of temporarily severing their connection to the stone, even if it has already fused with their body.
Life Link (Eclipse/Light): The ability to tie the existence of someone else to their own, a bond so strong that even if the other person is killed, so long as one of you still lives, they remain tethered to life and can eventually revive (as long as you survive) due to their link to you. Because of the nature of the soul, a powerful, reciprocal bond (8 and higher) between you is necessary for this ability to function. Not limited to one person, it is quite possible to have multiple links chaining oneself to life, however, because such magic is only able to be used for "people you want to protect no matter what," the Eclipse State will always be triggered (if possible) in order to sustain them if they are killed, even if you would otherwise be unaware of their fate.
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Spirit Devourer (Eclipse/Dark): When in the Eclipse State, successful attacks against opponents have the additional effect of stealing away some of their life and spiritual energies. Stacks with other abilities that also enable this effect. Destroying an opponent while in this state may result in gaining some of their abilities for oneself, however, this also runs the risk of eroding the user's sense of self.
Rage Soul (Eclipse/Dark): When in the Eclipse State, attack power steadily increases as long as the user continues to attack each turn; additionally, the damage dealt by the user is considered to be cursed, and does not heal through use of normal healing factors.
Eclipse Anger (Eclipse/Dark): When in the Eclipse State, all attacks carry a special "Anti-Demon" attribute that, whenever the user successfully inflicts damage upon a demon, lowers the duration of that Demon's manifestation by two rounds. Additionally, when facing demons that carry the "Fiend," or "Tyrant," traits, all of the character's attributes increase by two ranks.
Child of Kyuubi (Eclipse/Dark): When in the Eclipse State, user can utilize the positive powers of Bane Stones without suffering their negative effects. When the Eclipse State ends, character has the opportunity to get rid of the stone before succumbing to the curse. However, because this ability is akin to forcing a legion of spirits to work for oneself, keeping the stone when the protection fades is almost guaranteed to result in total possession.
Naraku (Eclipse/Dark): When in the Eclipse State, youkai will be summoned to the side of the user. These youkai cannot be directly controlled, but are unhostile to the user, instead attacking those the user considers their enemy. Due to their nature as vengeful spirits, may eventually attack nearby humans even if such a thing would anger the user.
Shared Pain (Eclipse/Dark): When in the Eclipse State, a portion of the damage and effects inflicted on the user is returned to the opponent in the form of a curse. This damage doesn't reflect on the body of the opponent, and is instead entirely mental based, persisting past both healing magic and natural regeneration. The pain fades when the Eclipse state ends however.
Other Growth Rules
*The limit of Major Perks is 2
*The Limit of Minor Perks is 4
*Weapons/Equipment cannot be upgraded through use of GP. However, to make up for this, their power increases in events are usually more drastic.
Other Upgrade Costs
-Purchase a new minor perk. GP Cost: 30
-Upgrade a Minor Perk to a Major Perk. (The perk in question must have been actively used by the character for some time before this is possible.) GP Cost: 60~70
-Learn the spell of a contracted demon. GP Cost: Dependent on the spell in question