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- Hitpoints: Determines how close to defeat your character is. When HP reaches 0, the player character must try to survive. The parameters to successful survival are purely contextual. In general, avoid defeat whenever possible.
- Action Points: The means in which the characters interact in a battle scenario. At the beginning of every turn, all characters regenerate 3 AP unless stated otherwise. All characters can only store up to 6 AP for their turn.
- Resource: The primary mechanics of each character. Different characters have different playstyles incorporating their resource. Use your resources effectively to dominate the battlefield!
- Status ailments when applied, start at level 1. If they are applied again, they are moved to level 2. If both levels are applied, both level effects are applied. Status effects are persistent for one enemy turn unless stated otherwise.
- ==
- Addle (1): Lose one applied buff.
- Stun (2): Lose the ability to dodge.
- Cripple (1): Attacks are reduced in effectiveness and will not inflict status ailments.
- Lock (2): Combos will not deal damage.
- Recoil (1): Take damage at the start of your turn
- Curse (2): Take damage for every AP you spend
- Blind (1): First action will fail.
- Confuse (2): Actions will not combo.
- Cleanse (1): Clear one debuff.
- Invigorate (2): Grants temporary immunity to debuffs.
- Regenerate (1): Regain a small amount of HP at the start of your turn
- Lifetap (2): Recover HP based on damage dealt
- ==
- Dodge: Non upgradeable. Dodge incoming hits based on stacks you have. 1 Dodge = 1 Dodged Hit.
- Pierce: Non upgradeable. Penetrates defenses such as Block or Decoy
- Block: Non upgradeable. Completely nullifies an Attack. Does not work against Pierce
- Decoy: Non upgradeable. Changes target of attack. Does not prevent pierce.
- Lock On: Causes all subsequent attacks to hit this target alone.
- ==
- Attack ---/--/-/+/++/+++: Stacking damage modifier
- Defense ---/--/-/+/++/+++: Stacking defense modifier
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