Hm, flying enemies beware!
Hm, flying enemies beware!
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie
And a heap of new Spirit Effects:
OFFENSIVE EFFECTS
As before, these are flat checks of ATK Power vs Target RES on a Pass/Fail basis. Only a Perfect Dodge or Perfect Counter prevents the RES check from happening.
PARALYSE
Restricts movement and slows reactions.
Lesser: Stiffen
Lowers the target's movement value by 40%, adds -15 to any HIT checks and prevents the target from taking the Dodge response on reaction until the end of their next turn.
Greater: Lock
Lowers the target's movement value by 90%, adds -30 to any HIT checks and prevents the target from taking the Dodge response on reaction for the next 3 turns.
CURSE
Erodes RES as a stat.
Lesser: Haunted
Lowers the target's RES by -15 for 2 turns. If used with other effects as part of the same Technique, the debuff effect will not be applied to the enemy until the attacking Technique is completed.
Greater: Damned
Lowers the target's RES by -30 for 4 turns. If used with other effects as part of the same Technique, the debuff effect to RES will be applied to the enemy first, making all other statuses on this Technique more likely to be inflicted.
SICKEN
Weakens and enemy and reduces their offensive options.
Lesser: Poison
Lowers DUR stat by -15 and removes 1 Basic ATK action from the target for two turns. The DUR debuff can be stacked with other instances of Sicken, the action removal cannot.
Greater: Toxic
Lowers DUR stat by -30 and removes 1 Basic ATK action from the target for four turns. The DUR debuff can be stacked with other instances of Sicken, the action removal cannot.
SPIRIT STRIKE
Allows the attacking of the Stack System.
Lesser: Shatter
Breaks the target's Stack Matrix. This forces any active Stack points to be removed and burns any ENR tied up in the Stack system as if it had been used.
Greater: Devastate
Breaks the target's Stack Matrix. This forces any active Stack points to be removed, burns any ENR tied up in the Stack system as if it had been used and inflicts half of that amount to the opponent as damage. The target's Stack will then be inaccessible for 3 turns.
DISARM
Removes or steals weaponry. (Weapons have not been encountered in the game at time of writing)
Lesser: Neutralise
If the target has a weapon (as recognised by the system) then this attack will cause them to drop it. They must spend a Basic ATK action to pick up and re-arm themselves should they choose to do so.
Greater: Repurpose
If the target has a weapon (as recognised by the system) then this attack will cause it to be thrown from their grip and into the hands of the attacker. They may choose to spend a RAC point to contest SKI vs SKI with the attacker to see if they can prevent the attacker from catching it. If the target is successful, then they will take the weapon back and get a free Basic ATK on the attacker, if they fail then they lose the weapon and the attacker gains a free Basic ATK on them.
DEFENSIVE EFFECTS
Boosts and buffs that can be applied to the attacker or their allies with an appropriate Technique.
SHIELD
Buffs defensive options.
Lesser: Bubble
Allows for DUR boosting with Spiritual Effect. Functions as effectively Uncanny Dodge for Blocking. When attacked while under this condition, if the target fails a Block check then they can add the required points to make it a Perfect Dodge from the stat boost provided to them. This subtracts from the overall boost and will drop further on subsequent attacks.
Example:
Jane activates a Honed Spirit Technique that also grants her Shield. This means that her DUR stat has an additional +40 to use on Block checks.
She is attacked for 40 ATK Power, passes her HIT check [burning 1 RAC point] and opts to Block. With her stats of 10 STR and 10 AGI, this would normally be a bad option for her as she would be 32 points short of Perfectly Blocking and would, under normal circumstances, burn that number in Mastered ENR to complete her Block.
However, with a Shield status active, she can burn 32 points of the stat boost to pass the check, preserving her Mastered ENR. After doing so, she has 8 points of boost remaining for further Block checks.
She is then attacked again for 40 ATK Power, she Blocks again. This time she can only offset 8 points before the stat boost is spent so she would burn a reduced 24 Mastered ENR on Block and the effect is now over.
Additionally, Shield causes the user to automatically pass Hit Checks, removing the need to burn RAC points, on Block response specifically on ranged and AoE attacks. This is, in essence automatic blocking, for the next 3 ranged attacks or until the end of their next turn. This also renders the target immune to the shockwave of Thunderclap effects deployed nearby.
Greater: Rampart
As above but all effects; automatic blocking on Ranged and AoE attacks, and Thunderclap immunity, will last for the next three turns.
REDIRECT
Greater Effect only. Allows the user to redirect damage. Until the start of their next turn, upon taking damage the user will absorb said damage. Half of the damage will be felt as normal but they will be able to redirect the other half of the damage amount to an enemy within 1/2 of their range. This damage amount will be applied with the formula (DMG Value - Target's RES/2) and will bypass any Hit Check responses. If the target has Shield active then their full RES stat will be removed from the damage value.
PARRY
Can only be applied to a Counter Technique of Honed level or above. Upon success will knock an attacking enemy Prone.
Last edited by Nik Hasta; 03-30-2023 at 02:32 AM.
If people want to rejig existing Techniques to take advantage of the new effects, that's allowed since we're in the early game.
Weapons will be explained when we encounter them in-game. To just head off an obvious initial question, any characters that come with weapons as part of their initial build are not technically perceived as weapons and cannot be disarmed. Jane's guns are a part of her body, Ella's weaponry are things she manifests and are parts of her body.
Yes, I am softly glad that Maximo and Van, the sword weilders, are not really a factor any more as I did a lot of deliberating about whether to just give them an initial weapon or not.
Oh those are some cool Spirit effects. Dizzy still works for what Jane is up to, but some of those might be even better thematically.
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie
There's some stuff that would certainly be more applicable for Krys. I'll have a look tomorrow.
Thanks, Nik!
Why are we here?
"Superboy Prime (the yelling guy if he needs clarification)..." - Postmania
"...dropping an orca whale made of fire on your enemies is a pretty strong opening move." - Nik
"Why throw punches when you can be making everyone around you sterile mutant corpses?" - Pendaran, regarding Dr. Fate
...oh man, it's happening.
Hmm...yeah I'll try to get a reply up later tonight, reconnect with the group and maybe meet Ella in a bit.
No, indeed it is not! =D
Additionaly what she might recognize as magic from her home reality likely also operated on different mechanics. Intuiting what something might be is entirely different to understanding how it works.
...of course this is a person who fought witches with Kimura locks, so her understanding wasn't entirely up to snuff to begin with.
Also Kinu I think you are the only active participant who has not added Skills to their character sheet at the moment.
Please refer to the Skills Guide
Kinu has the following components:
Kinu
Manipulation: 5 points -> 2 components
Creation: 5 points -> 2 components
Communion: 5 points -> 2 components
Knowledge: 2 points -> 1 component
Magnitude: 17
Real talk, in the encounter that Jane experienced through her Death Sense, there was no sorcerer present. The dogs can shoot fireballs on their own, that whole sorcerer bit was something you came up with from your interpretation rather than something that was actually present in my writing.
However, because Blindness Status, inflicted by Ella on all the dogs, prevents single target ranged attacks from being performed I couldn't shoot as much fire as I had hoped in the actual fight. I was pleased when Krys healed the dog and gave me an opportunity to shoot them in the face with a fireball in the hopes that Jane would clock it and realise that there was no sorcerer present and that the dogs did it themselves.
I did have a plan for laying out a lead for you guys to follow after the dogs were all dead that would lead to other stuff in the future but I also didn't anticipate on Kinu gaining the allegiance of one of the hellhounds so here we are and taking a much more direct route to more stuff.
I am very much replanning this questline on the fly.
Oh this is definitely interesting then
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie
I like the sound of a "more direct route to more stuff" though! Always like the feeling of being somewhere it feels I shouldn't be
“The master has failed more times than the beginner has even tried.”
-Stephen McCranie