Post by Jackie on Apr 25, 2023 18:06:59 GMT -5
Status Effects
WEAKENED
When this is applied, technique variants that require a percent threshold to trigger when hitting the character affected have this said threshold reduced by 10% (to a minimum of 5%). ie, a technique with Bleed now only needs to deal 10% damage to the target to trigger its effect. The amount of turns this lasts varies based on the effect that applied it. Turns of Weakened and Immunized cancel each other out when applied to the same target.
Applied by; Weakening, Weakening+, Witch's Retaliation
IMMUNIZED
When this is applied, technique variants that require a percent threshold to trigger when hitting the character affected have this said threshold increased by 10%. ie, a technique with Bleed now needs to deal 30% damage to the target to trigger its effect. The amount of turns this lasts varies based on the effect that applied it. Turns of Immunized and Weakened cancel each other out when applied to the same target.
Applied by; Cleanser, Cleanser+
POISONED (Fixed)
When applied, this reduces your transformation modifier by -x1. This increases by -x1 for every 100k PL the character inflicting the Status Effect has. The effect lasts until the end of your turn. The amount of turns this lasts varies based on the source of the application.
Applied by; Toxic, Destron Flask
SHACKLED
When applied, the affected character's next intercepting defensive technique they launch also costs an additional 2MP on top of it's normal costs. This can prevent techniques from being used if they cannot pay the MP cost. This doesn't trigger and is not removed by using free defensives from items or traits to intercept.
Applied by; Binding, Binding+
MARKED
While applied, the power of the affected character's evasives and escapes is reduced by 10%. Homing techniques against the target also have their power increased by 10%. The amount of turns this lasts varies based on the effect that applied it.
Applied by; Tracking, Tracking+, Trapper's Retaliation
QUICKENED (X)
While applied, the character may use an additional standard technique on their post. The number of turns and maximum KP cost ('X') of this additional technique varies based on the effect that applied it.
Applied by; Hasten, Hasten+, Bounce-back, Bounce-back+, Adrenaline Shot
THORNS (X)
When applied, the next attack to deal damage to the affected character will create a free offensive technique with power equal to X% your PL (X varies based on the effect that applied it) that launches back at the attacker on the same post, ignoring technique limits. This technique cannot be altered or boosted. Homing and Piercing techniques do not trigger Thorns. Only the biggest of the Thorns Status applies if the character gains it from multiple sources.
Applied by; Spiked, Spiked+, Payback, Deterrant System
BLIGHTED
While applied, the minimum damage you take from attacks is increased from 1% to 5%. At the end of the post, a character inflicted with Blighted can choose to remove it by paying 1MP or taking 10% of their PL in damage. Paying with MP does not interfere with natural MP generation.
Applied by; Contagion, Contagion+
CURSED
While applied, reduce your Crit Damage Threshold by 20%. The amount of turns this lasts varies based on the effect that applied it. Turns of Cursed and Blessed cancel each other out when applied to the same target.
Applied by; Desecrate, Desecrate+, Doom
BLESSED
While applied, increase your Crit Damage Threshold by 20%. The amount of turns this lasts varies based on the effect that applied it. Turns of Blessed and Cursed cancel each other out when applied to the same target.
Applied by; Hallow, Hallow+, Onerous Halo
Variants - Standard
Desecrate: Your technique applies the Cursed Status for three turns if it deals at least 20% damage to a target. The target must already have a status effect to be Cursed by this technique. (Offensive)
Hallow: After your technique breaks, you are granted the Blessed Status for two turns. This Status Effect goes to whoever is defended if Distanced is part of the technique. The recipient needs to currently already have a status effect to receive Blessed in this way. (Defensive)
Slowing: If you successfully deal at least 30% damage to your opponent, reduce their MP by 1. Only activates on one target. (Offensive)
Contagion: Your technique applies the Blighted Status. (Offensive)
Weakening: Your technique applies the Weakened Status for two turns when it deals at least 10% damage to a target. (Offensive)
Splash: Choose one character other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at the chosen character equal to 20% of the technique's starting power. Do not apply variants to this additional technique. (Offensive)
Binding: Your technique applies the Shackled Status when it deals at least 20% damage to a target. This will last until your target uses an intercepting technique. (Offensive)
Tracking: Your technique will apply the Marked Status if it deals at least 20% damage to a target. This will last two turns. (Offensive)
Hasten: Your technique grants the Quickened (2) Status to a chosen character other than yourself for one turn, provided your technique deals at least 20% damage. (Offensive)
Vexxing: Your technique, upon hitting a target and dealing at least 20% damage, cause them to take 15% damage based on their own PL for each unique status effect currently affecting them. This is done after the technique's initial damage. After this damage, the target can choose to remove one status effect affecting them. (Offensive)
Purging: If you successfully deal at least 30% damage to your opponent, choose one standard variant status effect to remove from them. (Offensive)
Bounce-back: Your technique grants the Quickened (1) Status for two turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Spiked: After your technique breaks, you are granted the Thorns (15) Status. This technique does not automatically trigger your Thorns. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Cleanser: Your technique grants the Immunized Status for two turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variants - Sparking
Variant Booster: Desecrate+: The target no longer needs to have any other status effects to have Cursed applied to them. (Offensive)
Variant Booster: Hallow+: The recipient no longer needs to have any other status effects to have Blessed applied to them. (Defensive)
Variant Booster: Weakening+: Your technique now applies the Weakened Status for four turns instead of two when it deals at least 10% damage to a target. (Offensive)
Variant Booster: Contagion+: Double all values and costs of removing your Blighted if it deals at least 20% damage.
Variant Booster: Slowing+: If you successfully deal at least 30% damage to your opponent, reduce their MP by 2. Only activates on one target. (Offensive)
Variant Booster: Splash+: Choose two characters other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at both chosen characters equal to 30% of the technique's starting power. Do not apply variants to these additional techniques. (Offensive)
Variant Booster: Binding+: This now applies Shackled+. In addition to Shackled's normal effects, the affected character can also only use one technique on the post they choose to intercept while affected. (Offensive)
Variant Booster: Tracking+: Lower the required damage to 10% in order to apply Marked and it's now applied for four turns. (Offensive)
Variant Booster: Hasten+: Your technique now grants the Quickened (3) Status to a chosen character other than yourself for two turns, provided your technique deals at least 20% damage. In addition, the chosen character also gains 1MP. (Offensive)
Variant Booster: Bounce-back+: Your technique now grants the Quickened (2) Status for three turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Spiked+: After your technique breaks, you are now granted the Thorns (30) Status. This technique does not automatically trigger your Thorns. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Cleanser+: Your technique now grants the Immunized Status for four turns if it survives a defensive clash with 40% or less of its power intact. In addition, it also can remove one negative Status Effect affecting them, regardless if it survives or meets the threshold. These benefits goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Vexxing+: Along with the normal effects, choose a status effect that is applied from a standard variant that the target does not currently have. Apply that version of the status effect to the target before doing the calculation for Vex's damage. (Offensive)
Variant Booster: Purging+: You now can remove two different status effects from the target and can pick Sparking variants that apply status effects from among the options. (Offensive)
Toxic: If you successfully deal at least 30% damage to your opponent, inflict the Poisoned Status on them for two turns, including the turn they are hit. (Offensive)
Doom: Upon dealing at least 20% damage to the target, apply Cursed to both the target and yourself. This Cursed has infinite duration and must be removed by external means. (Offensive)
Payback: Your technique grants you the Thorns (X) Status, where X is the remaining power of the technique compared to your PL at the end of your post. This caps out depending on technique level (40 with a Light, 50 Medium, 60 Heavy). Cannot be used with Reflective. (Defensive)
Support Techniques
MAX Speed (Stance): You may activate Max Speed at the very start of your post, increasing your speed beyond its normal measure. You always regenerate MP at the end of the turn, even if you normally do not, such as using a momentum effect. This will drain Health at a cost of 5% HP per post and you are under the effects of the Weakened Status while in MAX Speed. This Status Effect cannot be removed in any way while in this stance. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume HP and be Weakened on the turn you deactivate. If activated for longer than three turns, you are also Weakened for the turn after you deactivated.
MAX Speed (Stance) [ALTERNATE NON-STATUS]: You may activate Max Speed at the very start of your post, increasing your speed beyond its normal measure. You always regenerate MP at the end of the turn, even if you normally do not, such as using a momentum effect. This will drain Health at a cost of 5% HP per post, and the power of your defensive techniques without the Evasive variant is reduced by 20%. You can only turn it off at the end of a post, at the end of your second post after activation at the earliest. After which you cannot enter MAX Speed or any other stance for the following two turns. You will still consume HP on the turn you deactivate. If activated for longer than three turns before deactivating, the next post you regenerate KP on when outside this stance only allows you to regain one KP.
Stealth (Stance): You may activate Stealth after you have responded defensively to all attacks towards you. You slink into shadow or cloak your form in some other version of camouflage, leaving yourself hard to track. You cannot be targeted by techniques that are 20% or less of your PL, and all of your evasive and escape techniques are at +10% while active. This takes 2KP to initiate, and every technique you use costs an additional +1 MP alongside any of its normal costs. Using an Offensive technique or intercepting a technique immediately breaks your stealth, but gives that technique +20% power. If you run out of MP or take 60% Damage in a single attack, you lose Stealth's effects immediately and do not gain any benefit. You can turn off Stealth at any time during your post.
Battle Focus (Stance): You may activate Battle Focus at the very start of your post, concentrating on one aspect of battle. Choose Offensive or Defensive when you enter this stance. You may forgo using the technique type not chosen to use an additional technique of the type chosen. ie, You choose Offensive Battle Focus, your turn may consist of One Defensive tech and One Offensive tech, or Two Offensive techs. It costs 2MP at the end of the post every turn you choose to forgo a technique for your focus, and you cannot benefit from the 6MP Momentum Boost or use Sparking Techniques while in this stance. You can only turn it off at the end of a post, after which you cannot enter Battle Focus or any other stance for the following two turns.
NEW RULE: Stances
Some support techniques, like MAX-Power and MAX-Speed, are converted into having the 'Stance' keyword tacked on. They are mutually exclusive, and a character can't be under the effects of more than one stance at a time. This does not prevent a character from learning two different stance techniques, only that during a combat they must stop using one to use the other.
WEAKENED
When this is applied, technique variants that require a percent threshold to trigger when hitting the character affected have this said threshold reduced by 10% (to a minimum of 5%). ie, a technique with Bleed now only needs to deal 10% damage to the target to trigger its effect. The amount of turns this lasts varies based on the effect that applied it. Turns of Weakened and Immunized cancel each other out when applied to the same target.
Applied by; Weakening, Weakening+, Witch's Retaliation
IMMUNIZED
When this is applied, technique variants that require a percent threshold to trigger when hitting the character affected have this said threshold increased by 10%. ie, a technique with Bleed now needs to deal 30% damage to the target to trigger its effect. The amount of turns this lasts varies based on the effect that applied it. Turns of Immunized and Weakened cancel each other out when applied to the same target.
Applied by; Cleanser, Cleanser+
POISONED (Fixed)
When applied, this reduces your transformation modifier by -x1. This increases by -x1 for every 100k PL the character inflicting the Status Effect has. The effect lasts until the end of your turn. The amount of turns this lasts varies based on the source of the application.
Applied by; Toxic, Destron Flask
SHACKLED
When applied, the affected character's next intercepting defensive technique they launch also costs an additional 2MP on top of it's normal costs. This can prevent techniques from being used if they cannot pay the MP cost. This doesn't trigger and is not removed by using free defensives from items or traits to intercept.
Applied by; Binding, Binding+
MARKED
While applied, the power of the affected character's evasives and escapes is reduced by 10%. Homing techniques against the target also have their power increased by 10%. The amount of turns this lasts varies based on the effect that applied it.
Applied by; Tracking, Tracking+, Trapper's Retaliation
QUICKENED (X)
While applied, the character may use an additional standard technique on their post. The number of turns and maximum KP cost ('X') of this additional technique varies based on the effect that applied it.
Applied by; Hasten, Hasten+, Bounce-back, Bounce-back+, Adrenaline Shot
THORNS (X)
When applied, the next attack to deal damage to the affected character will create a free offensive technique with power equal to X% your PL (X varies based on the effect that applied it) that launches back at the attacker on the same post, ignoring technique limits. This technique cannot be altered or boosted. Homing and Piercing techniques do not trigger Thorns. Only the biggest of the Thorns Status applies if the character gains it from multiple sources.
Applied by; Spiked, Spiked+, Payback, Deterrant System
BLIGHTED
While applied, the minimum damage you take from attacks is increased from 1% to 5%. At the end of the post, a character inflicted with Blighted can choose to remove it by paying 1MP or taking 10% of their PL in damage. Paying with MP does not interfere with natural MP generation.
Applied by; Contagion, Contagion+
CURSED
While applied, reduce your Crit Damage Threshold by 20%. The amount of turns this lasts varies based on the effect that applied it. Turns of Cursed and Blessed cancel each other out when applied to the same target.
Applied by; Desecrate, Desecrate+, Doom
BLESSED
While applied, increase your Crit Damage Threshold by 20%. The amount of turns this lasts varies based on the effect that applied it. Turns of Blessed and Cursed cancel each other out when applied to the same target.
Applied by; Hallow, Hallow+, Onerous Halo
Variants - Standard
Desecrate: Your technique applies the Cursed Status for three turns if it deals at least 20% damage to a target. The target must already have a status effect to be Cursed by this technique. (Offensive)
Hallow: After your technique breaks, you are granted the Blessed Status for two turns. This Status Effect goes to whoever is defended if Distanced is part of the technique. The recipient needs to currently already have a status effect to receive Blessed in this way. (Defensive)
Slowing: If you successfully deal at least 30% damage to your opponent, reduce their MP by 1. Only activates on one target. (Offensive)
Contagion: Your technique applies the Blighted Status. (Offensive)
Weakening: Your technique applies the Weakened Status for two turns when it deals at least 10% damage to a target. (Offensive)
Splash: Choose one character other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at the chosen character equal to 20% of the technique's starting power. Do not apply variants to this additional technique. (Offensive)
Binding: Your technique applies the Shackled Status when it deals at least 20% damage to a target. This will last until your target uses an intercepting technique. (Offensive)
Tracking: Your technique will apply the Marked Status if it deals at least 20% damage to a target. This will last two turns. (Offensive)
Hasten: Your technique grants the Quickened (2) Status to a chosen character other than yourself for one turn, provided your technique deals at least 20% damage. (Offensive)
Vexxing: Your technique, upon hitting a target and dealing at least 20% damage, cause them to take 15% damage based on their own PL for each unique status effect currently affecting them. This is done after the technique's initial damage. After this damage, the target can choose to remove one status effect affecting them. (Offensive)
Purging: If you successfully deal at least 30% damage to your opponent, choose one standard variant status effect to remove from them. (Offensive)
Bounce-back: Your technique grants the Quickened (1) Status for two turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Spiked: After your technique breaks, you are granted the Thorns (15) Status. This technique does not automatically trigger your Thorns. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Cleanser: Your technique grants the Immunized Status for two turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variants - Sparking
Variant Booster: Desecrate+: The target no longer needs to have any other status effects to have Cursed applied to them. (Offensive)
Variant Booster: Hallow+: The recipient no longer needs to have any other status effects to have Blessed applied to them. (Defensive)
Variant Booster: Weakening+: Your technique now applies the Weakened Status for four turns instead of two when it deals at least 10% damage to a target. (Offensive)
Variant Booster: Contagion+: Double all values and costs of removing your Blighted if it deals at least 20% damage.
Variant Booster: Slowing+: If you successfully deal at least 30% damage to your opponent, reduce their MP by 2. Only activates on one target. (Offensive)
Variant Booster: Splash+: Choose two characters other than the target when you fire this technique. If the primary target of the technique is dealt at least 10% damage, it launches an additional technique at both chosen characters equal to 30% of the technique's starting power. Do not apply variants to these additional techniques. (Offensive)
Variant Booster: Binding+: This now applies Shackled+. In addition to Shackled's normal effects, the affected character can also only use one technique on the post they choose to intercept while affected. (Offensive)
Variant Booster: Tracking+: Lower the required damage to 10% in order to apply Marked and it's now applied for four turns. (Offensive)
Variant Booster: Hasten+: Your technique now grants the Quickened (3) Status to a chosen character other than yourself for two turns, provided your technique deals at least 20% damage. In addition, the chosen character also gains 1MP. (Offensive)
Variant Booster: Bounce-back+: Your technique now grants the Quickened (2) Status for three turns if it survives a defensive clash with 40% or less of its power intact. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Spiked+: After your technique breaks, you are now granted the Thorns (30) Status. This technique does not automatically trigger your Thorns. This Status Effect goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Cleanser+: Your technique now grants the Immunized Status for four turns if it survives a defensive clash with 40% or less of its power intact. In addition, it also can remove one negative Status Effect affecting them, regardless if it survives or meets the threshold. These benefits goes to whoever is defended if Distanced is part of the technique. (Defensive)
Variant Booster: Vexxing+: Along with the normal effects, choose a status effect that is applied from a standard variant that the target does not currently have. Apply that version of the status effect to the target before doing the calculation for Vex's damage. (Offensive)
Variant Booster: Purging+: You now can remove two different status effects from the target and can pick Sparking variants that apply status effects from among the options. (Offensive)
Toxic: If you successfully deal at least 30% damage to your opponent, inflict the Poisoned Status on them for two turns, including the turn they are hit. (Offensive)
Doom: Upon dealing at least 20% damage to the target, apply Cursed to both the target and yourself. This Cursed has infinite duration and must be removed by external means. (Offensive)
Payback: Your technique grants you the Thorns (X) Status, where X is the remaining power of the technique compared to your PL at the end of your post. This caps out depending on technique level (40 with a Light, 50 Medium, 60 Heavy). Cannot be used with Reflective. (Defensive)
Support Techniques
MAX Speed (Stance): You may activate Max Speed at the very start of your post, increasing your speed beyond its normal measure. You always regenerate MP at the end of the turn, even if you normally do not, such as using a momentum effect. This will drain Health at a cost of 5% HP per post and you are under the effects of the Weakened Status while in MAX Speed. This Status Effect cannot be removed in any way while in this stance. You can only turn it off at the end of a post, at the end your second post after activation at the earliest. You will still consume HP and be Weakened on the turn you deactivate. If activated for longer than three turns, you are also Weakened for the turn after you deactivated.
MAX Speed (Stance) [ALTERNATE NON-STATUS]: You may activate Max Speed at the very start of your post, increasing your speed beyond its normal measure. You always regenerate MP at the end of the turn, even if you normally do not, such as using a momentum effect. This will drain Health at a cost of 5% HP per post, and the power of your defensive techniques without the Evasive variant is reduced by 20%. You can only turn it off at the end of a post, at the end of your second post after activation at the earliest. After which you cannot enter MAX Speed or any other stance for the following two turns. You will still consume HP on the turn you deactivate. If activated for longer than three turns before deactivating, the next post you regenerate KP on when outside this stance only allows you to regain one KP.
Stealth (Stance): You may activate Stealth after you have responded defensively to all attacks towards you. You slink into shadow or cloak your form in some other version of camouflage, leaving yourself hard to track. You cannot be targeted by techniques that are 20% or less of your PL, and all of your evasive and escape techniques are at +10% while active. This takes 2KP to initiate, and every technique you use costs an additional +1 MP alongside any of its normal costs. Using an Offensive technique or intercepting a technique immediately breaks your stealth, but gives that technique +20% power. If you run out of MP or take 60% Damage in a single attack, you lose Stealth's effects immediately and do not gain any benefit. You can turn off Stealth at any time during your post.
Battle Focus (Stance): You may activate Battle Focus at the very start of your post, concentrating on one aspect of battle. Choose Offensive or Defensive when you enter this stance. You may forgo using the technique type not chosen to use an additional technique of the type chosen. ie, You choose Offensive Battle Focus, your turn may consist of One Defensive tech and One Offensive tech, or Two Offensive techs. It costs 2MP at the end of the post every turn you choose to forgo a technique for your focus, and you cannot benefit from the 6MP Momentum Boost or use Sparking Techniques while in this stance. You can only turn it off at the end of a post, after which you cannot enter Battle Focus or any other stance for the following two turns.
NEW RULE: Stances
Some support techniques, like MAX-Power and MAX-Speed, are converted into having the 'Stance' keyword tacked on. They are mutually exclusive, and a character can't be under the effects of more than one stance at a time. This does not prevent a character from learning two different stance techniques, only that during a combat they must stop using one to use the other.