Status Effects

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Status effects can be added to your techniques via status effect elements, and do an assortment of things to change your stats, or alter the rules of battle. The higher the effects tier, the stronger and more expensive the effect is. When the description says an effect stacks, it means you can infect someone with it multiple times.

Status effects come in two forms: Ailments and Augments. Ailments are generally placed on attacks to negatively affect the enemy in some way, while Augments are often placed on heals to give beneficial effects to the person they're used on. Please note that you are currently allowed to place augments on a normal attack as long as you specify the augment specifically affects yourself, and not the target.

Re-using a timed status effect that is already active does not extend its timer.

When rolling for a random ailment or augment, if a character receives one that is not map-specific but also serves no purpose at the moment, it is rerolled.


Ailments

Tier I Status Ailments

  • Hobble: Reduces the amount of spaces you can move per turn by 1. Does not affect the Run quick action. Lasts 2d2 turns.
  • Blackout: Your body's enhancements are affected, removing a random status augment placed on it.
  • Lead: You are susceptible to 50% more Knockback and Fall damage when under this effect.
  • Goliath's Curse: You take 10% more damage from enemies lower in level than you for 1d3 rounds.
  • Weak: Reduces Attack by 10 points. Stacks 4 times.
  • Slow: Reduces Speed by 10 points. Stacks 4 times.
  • Blind: Reduces Accuracy by 10 points. Stacks 4 times.
  • Soft: Reduces Defense by 10 points. Stacks 4 times.


Tier II Status Ailments

  • Deaf: Your reactions are 10% less likely to succeed or 10% less effective.
  • Plague: The target has a 50% chance of spreading all ailments affected with to adjacent characters at the start of their turn. They are packaged together, not rolled separately.
  • Diabeetus: You cannot get Affinity advantage. If the affected person is under Rondo, this negates its effect.
  • Atrophy: Healing techniques have their effectiveness reduced by half on one inflicted with this ailment. This includes manual healing techniques (including healing-over-time and the vampiric nature Awakening element), but not regeneration. Lasts 1d4 turns.
  • Hives: Status ailments are 10% more effective against you. Lasts 1d4 turns.
  • Silenced: You may not use non universal quick actions and other abilities earned from Universal Passives for 1d3 rounds. Does not deactivate abilities which were already activated before Silenced came into effect.
  • Winded: Decreases max stamina by 10. Lasts 1d3 rounds.
  • Tremors: Range of the inflicted one's weapon is changed to Basic(1).
  • Disarm: You drop your main hand weapon. It lands on the space you currently occupy. You may pick it up for a quick action and 5 STM if you are standing on this space. If a character ends their turn on a space containing a disarmed weapon, that weapon can be picked up from an adjacent space. In all other circumstances, weapons need to be picked up while on top of the space they were disarmed at. If in a battle with allies, your ally can retrieve your Disarmed weapon for 15 STM, and can return it to you for 5 STM. An enemy can retrieve your weapon for 20 STM. Weapons CANNOT be stolen in this way. They return to their owner at the end of battle.
  • Soul Crush: You lose 1 charge.
  • Unfocused: -5% to your Vital Hit chances.


Tier III Status Ailments

  • Confuse: Every action you perform (not counting reactions) has a 20% chance of failing. Grants immunity to Delay while in effect. Lasts 2d3 actions.
  • Delay: Every reaction you perform has a 20% chance of failing. Lasts 1d3 rounds. Grants immunity to Confuse while in effect.
  • Pansy: Makes all techniques with elements that require you to use charges unusable for 1d2 rounds.
  • Berserk: Your damage is increased by 15%, but you can only attack the closest character to you at the start of your turn, regardless of whether they're an ally or enemy. If more than one character is at the same distance, roll for who you're going after. In addition, every non-attacking technique you attempt has a 40% chance of becoming a random attack from your techs instead. Lasts 2d2 turns, unless you're in werewolf form (then it's permanent).
  • Charm: Whoever inflicted the ailment can control your actions. However, the inflicter cannot control your reactions. If someone you have 6* affection for is attacked by you, you have 50% of breaking free of this ailment; if someone you have 7* for is attacked by you, you automatically break free. Lasts 2d3 actions. Charm cannot be used in 1v1.
  • Impotent: You may not use techniques that require more than 40 Stamina. Lasts 1d2 rounds.
  • Poison: You lose 10% of your CURRENT hitpoints per turn. Lasts 1d4+1 rounds.
  • Finisher: If this succeeds on a technique that KO's you, you die.
  • Juggler: You cannot use the same technique twice (including Universals excluding Movement) in the next 1d3 turns.
  • Shock: Reduces Attack, Defense, Accuracy, and Speed 5 points. Stacks 3 times.
  • Taunt: Forces the target to attack the user of this status ailment with a randomized offensive (damaging) move via a dice roll. This only affects the first action taken by the target in their turn. Their other actions are free to use as they wish. If multiple users use this move on one target, the target attacks the last user of it. Taunt cannot be used as your Parry status effect, as that would create too many problems.


Special Status Ailments


Augments

Tier I Status Augments

  • Strong: Increases Attack by 10 points. Can stack with Fast, Sharp, and Hard, but not itself.
  • Fast: Increases Speed by 10 points. Can stack with Strong, Sharp, and Hard, but not itself.
  • Sharp: Increases Accuracy by 10 points. Can stack with Strong, Fast, and Hard, but not itself.
  • Hard: Increases Defense by 10 points. Can stack with Strong, Fast, and Sharp, but not itself.
  • Swift: The number of spaces you can move per turn is increased by 1. Does not affect the Run quick action.
  • David's Spirit: You deal 10% more damage to enemies higher in level than you for 1d3 rounds.
  • Flip!: Moves the target one space in a positive direction (a direction they want to move in).


Tier II Status Augments

  • Barrier: Reduces piercing damage by 10 plm.
  • Steel: Reduces slashing damage by 10 plm.
  • Cushion: Reduces blunt and pulse damage by 10 plm. (Any use of Bubble is changed to Cushion)
  • Aura: Reduces Spiritual, Elemental, and Divine damage by 10 plm. (Any use of Intervention or Neutralizer is changed to Aura)
  • Rondo: Your Affinity advantage, if any, is doubled in effectiveness. If the affected person is under Diabeetus, this negates its effect.
  • Cooldown: Your next Tier 2 or 3 Overload effect is reduced in effectiveness by one Tier. This status effect ends after one use.
  • Relaxed: Your Quick Actions are reduced in cost by 5 STM for the next 2d3 actions. This does not affect quick actions which already cost 5 or less Stamina.


Tier III Status Augments

  • Heroic: Any numbers in your weapon effect are doubled for 1d3 rounds. Does not effect Rare or Legendary effects.
  • Blessed: The target has a 40% chance of spreading all augments it is affected with to adjacent characters at the start of their turn. They are packaged together, not rolled separately.
  • Regeneration: You gain 5% of your CURRENT hitpoints per turn.
  • Soul Charge: You gain 1 charge.
  • Tough: You resist status ailments 20% for 1d4 rounds.
  • Hardcore: You get a free Quick Action on your next turn without having to pay its action or Stamina cost, if any. Can only be used with Quick Actions which would cost 15 STM or less.
  • Bounce: Changes a random status ailment on you into an augment that does the exact opposite effect when applicable. If there is no exact opposite effect, roll a random one of the corresponding tier. If you do not have an ailment, this activates the next time you recieve one.


Core Rules
Basics: AffinityAlignmentExperience GainsLevelRacesSkills (Skill +)
Battle: ActionsAwakening (Overload) • Battle PenaltiesBattle TablesRangeReactionsStatus Effects (Broken LimbCrippled) • Techniques
Items: AccessoriesArmorEquipment UpgradesKeystonesLegendary Lore ItemsMisc ItemsShopsWeapons
Misc: AffectionDay and NightDeathFlightKnowledgesLanguagesRare EffectsRP CombatTraitsUnique PassivesUniversal Passives