Moves/Abilities
Attack: 1- He is not very strong, able to carry around two hundred pounds or so for a couple meters before flopping, he has average human level strength and hits just as hard as one.
Defense: 7 - Thanks to his sword his body regenerates at astounding levels, enchanting his body as striking him anyone would notice that his fur is soft yet slicing it with any metal object causes sparks to fly off. Like his fur was steel wool, and behaves like an extremely hard armor plating on his body at all times. His body is comparable to a tanks outer shell and his immune system adapts rapidly to poisons and things of that nature with out the use of his sword.
Speed: 3 - His reaction time is top notch, better than an average person and much quicker than one as well. Incoperating smells, hearing and sight to make avoiding attacks easier he will not take every attack he see's to the face. If he can avoid it he will and ensure that it doesn't do unnecessary damage if possible.
Technique: 3 - Improvements to his over all skill has made him quite hard too top when it comes to fighting evenly. Thanks to his stance and size he has adapted and trained in the art of deflecting and blocking while only striking when necessary back at aggressors. Making him way more skilled than by looks alone.
[spoiler]Healing: His main power, or the main power of his weapon Lanor, with out it he has very little going for him. With it though he can heal the wounds of others with just cutting them with the weapon, restoring body parts and even curing illnesses as well. Accumulating more and more remedies and medicines inside of it his goal is to make something that can heal all things, eliminating all manner of illnesses from the world he is in.
Telepathy: He isn't a complete physic by any means, however with the use of drugs and herbs he mixes them into powders and gasses that can influence someone's mind. From causing joy to even inflicting bad thoughts and illnesses, all of his drugs are saved with in the very sword he wields, allowing him to call on them in the middle of battle with out much trouble. Additionally he is allowed minor communication through mentally thrown words when he is in a more feral body.
Shapeshifting: A not so actively used power in combat, thanks to his history he has two body types, a more feral weasel that is larger than normal. As well as a more humanoid shape, while keeping his fuzzy animal appearance. He can randomly switch between the two at any given time but has yet to really control it fully. Making it confusing that they keep changing between two forms on occasion.[/spoiler]
Lanor: (2400 OM) [Requires Physical Strength, Healing, Buff, Telepathy, Ranged Proficiency, Area Defense]
A sword with hidden power, capable of giving or taking away pain.
[spoiler]Is a 4’7”ft long, 5 inch width, double edged broad sword that has a stainless steel look to it with a brown handle and cross-guard, being balanced in speed and weight. Aside from basic looks the weapon works similar to a bladed syringe, permanently sealed inside of it are a number of pills, herbs, salves, flowers, and medicines that can be called on when striking someone. They can be combined immediately, allowing for well over two hundred possible combinations in the span of a second to be used, which allows for him to eventually find a possible cure for what ever is thrown at him. In addition he can mutate physical cells to match a body or de-mutate cells to change someone back to a 'normal' state, this part requires more practice and more time with a subject to be successful.
Mend: After a five second channel time the blade can be toggled too close small wounds of any living things it slices, leaving non painful glowing gashes that mend small cuts on the body and vanish after contact with the blade has ended. For large wounds he would need to deliver one strong slash or stab after a three second wind-up, which makes the wound stop bleeding, closing it and ensuring it doesn't again unless another wound is made along the same location. This doesn't heal the wounds sustained but more so mitigates bleeding out from them and minor pain as well. After another five second channel it may return to a normal blade, the blade cannot damage or harm any organic targets while charged and it behaves normally to metal contact.
Alleviate: Touching the face of his sword while staying still he can hold it there for over five seconds before pulling it away and touching someone, leaving a glowing paw print on them after two seconds of contact, which can be done while in motion. The mark effectively turns pain into rapture as any damage they are suffering is still present, but the feeling of discomfort is reduced to being very minor to just being numb to it for the duration. The mark lasts for around a minute and can be applied and maintained so long as it’s himself, or an ally that stays with in thirty meters of him. He can hold the power for up to ten seconds before it needs to be administered or else he loses it entirely and suffers some energy loss. After applying it once he needs to wait more than a minute to apply it again on someone once the duration is over.
Cure: If he chooses he may also aim to stab someone with his blade and keep it inside of them for up to five seconds, for which he can move but if he dose the sword must stay in contact with the target and in his hands. The weapon would soon pull out any foreign agents inside of the body, that includes poisons, viruses, and parasites then either destroy or cure the illness as a mark is left in its place. The mark lessons the effect of the same poison for up to thirty seconds, but is dependant on the attackers TEC Vs his own DEF. If the attackers TEC is less than half Ricters DEF then target is immune to the same poison, if its even to his DEF then its half as effective, and if its more than double his own DEF just negates the mark entirely. This requires some energy on his own part to do, minor but repeated uses can lead to being fatigued and has a thirty second cool down before it can be reapplied after the mark vanishes. This can't heal those afflicted by super debuff moves.
Aroma Therapy: Thanks to all the herbal remedies he’s enchanted his weapon with, and some alcohol, his body can be engulfed in an aura that eludes the smell of vanilla with a mix of different kinds of herbs, in addition to a bit of sake from a friend of his to add some joyful inebriation. After a ten second channel time, that cant be interrupted, and five seconds of being in his generalized area he can use the allure of the smells to impose minor hypnotic effects on those who stay near him. One of which makes those who are around him very relaxed, a content state of lulled indulgence, similar to feeling a bit tipsy or drunk but having not drunken anything at all. They can choose to act normal however, or simply go along with the sensations as it was more so made to aid them than cause harm.
The aroma fights off the effects of foreign mental disturbances that may change the way someone acts, thinks, or anything affecting their five senses by matching his DEF vs their aggressors TEC. If they have double his DEF then the disturbance go’s through naturally, if they are nearly even then they are half as effective, less than half his DEF and they become immune to them for the duration. The effect can only afflict those in a five meter radius from his location. Leaving his general area makes the relaxing sensation go away, he can keep the mental blocking aspect of the skill going for one minute but on use it drains a moderate amount of energy from him. Flavor wise he can always smell like this while not giving an in combat effect, additionally this can't help those afflicted by super debuff moves.
Sharpen: After charging for twelve seconds he can tap someone with his blade or touch them personally and they will be have a dazzling glow around their body which only they would notice. Being filled with energy their very next attack would hit as hard as if they charged up a ten second attack themselves and used it, over all empowering their attack to hit harder but not reducing the time in which they cast their very next move. However it drains some of his own energy and what ever attack they make seems to add to the power of their attack but only once and only for the move they use right after he passes on the energy. He can only use this skill every minute in battle lest he risks offering too much of his energy and growing fatigued, and the energy can be held for over eight seconds before it needs to be given or used before it vanishes completely. He needs some focus for this and can only defend himself while channeling, being unable to do attacks in the mean time, he can move around freely while using this but artful evades are out of the question.
Shatter & Forge: With minor enchantments on his sword he can willingly allow his blade to shatter and reform in either of his hands. The process takes around one second and takes very little energy to do, the blade can also reform from any physical distance its at currently. For every thirty or so meters from his current location it takes an additional second to reform in his hands.[/spoiler]
Iron Mountain: (600 OM) [Requires Physical Strength, Area Defense]
A stance made to protect and defend from aggressors.
[spoiler]After a brief second he manages to take up a defensive posture while wielding his sword for which he focuses on parrying, deflecting, or blocking, strikes and hostile projectiles with the blade or flat face of the weapon. If a volley of attacks are coming towards him he can tighten his focus and parry them in rapid succession, cutting through or simply deflecting them away from his general area. While in this stance he can only shuffle along the ground which cuts his movement speed in half, in addition he'd begin to grow slightly tired if he's blocking multiple attacks for a long period of time.
If he can see the attack about to come he can lower his stance, tensing up and preparing to counter act if given enough time to do so. He can hold this stance for up to ten seconds, allowing him to block or split a very strong attack with his own built up preparation. However he is rooted in place while preparing this, unable to move unless he drops the guard completely, and thanks to the strain it can only be used every few minutes or it will tire out his arms depending on the strength of the attack he's defending against.[/spoiler]
Super Moves
[Tier 1 Super Utility]
Restoration: (600 OM) [Requires Physical Strength, Healing, Buff]
Restoring the body with just a swing of a sword.
[spoiler]With a bright glimmer of his sword he would soon make a slash or stab at a friendly target, the energy from the sword would magically restore the use of lost body parts by re-growing them in a green glowing light over the course of three seconds. It can only be used on one friendly target at a time, in addition too only restoring one limb at a time but doesn't in fact heal them of damage points they my have sustained due to the strain on the persons physical body being too great to actually heal the damage all at once. Requiring more time or rest for them to fully cope with the injuries they suffered but allowing them full use of any separated/broken parts they were missing, he can also use this on himself if need be.
[/spoiler]
[Tier 1 Super Defense]
Divination: (600 OM) [Requires Buff, Area Defense]
Pulling through attacks with little effort.
[spoiler]Engulfing his body in the invisible magic of his sword he is capable of all around stopping the power from a tier one super attack, as he seems all but unfazed and unaffected by what ever was trying to hit him. Simply either plowing through it or just standing there as if the attack did nothing at all with maybe a scuff or two for dramatics.[/spoiler]
[Tier 2 Super Defense]
Expiation: (800 OM) [Requires Buff, Area Defense]
Just like before but even better.
[spoiler]Forming a stronger version of his shield it can be channeled for up to three seconds before being used, allowing it to be summoned onto his body to protect against tier two super attacks. Creating a veil of protection that stops him from being damaged or effected by those attacks if blocked.[/spoiler]