MIND BASED STATUS EFFECTS
Mind is buff and debuff central. If you want to amp your friends and cripple your enemies, this is the Affinity for you. This will be a breakdown of how you can build stat attacking techniques and other more esoteric effects:
Attack power for all Mind based Techniques is halved and damage inflicted does not play into the success of Status Effects [RES vs DUR]. To offset this weakness; it is not possible to influence the status effect component of Mind-based attacks with a Dodge or Counter response, this is purely decided by the RES score of the target. While the damage can be Dodged, it cannot be Countered. All Mind based attacks are ranged by default, regardless of whether a character has an appropriate Trait.
Basic Stat Changes
For all technique levels, you can use your CHR stat to effect the following stats:
STR
AGI
SPD
DUR
RES
BRA
PRE
CHR
SKI
Buffs are consensual so the target's RES will always be halved when seeing how much the buff effects them, they will always get the full effect:
([Base character CHR stat] + [Technique Modifier])/2 - ([Target RES]/2)
For debuffs, RES plays a bigger role. Target stats will be lowered by a value derived from:
([Base character CHR stat] + [Technique Modifier])/2 (-[Target RES)
A positive number derived from this debuff formula on the attack limits the debuff to the lesser duration and subtracts said positive number from the overall CHR attack. A negative number grants the full effect of the ATK score on the selected stat for the longer duration. If the target chooses to burn the negative number’s worth of Mastered ENR, they can lower it to full numerical effect but for the reduced turn amount.
Mundane: 1 Turn Full Effect / Until start of next Turn Reduced
Honed: 4 Turns Full Effect / 2 Turn Reduced
Epic: 6 Turns Full Effect / 3 Turns Reduced
Additionally, if a player wishes to burn additional Mastered ENR, they force their RES check to more positive and therefore reduce the impact of a debuff or even elminate it entirely by matching the attack value. In the case of Behavioural Effects, which are more Pass/Fail on the basis of the result of the RES check, the player must cover the entire deficit to eliminate the effect.
For an example:
Krys (RES 10) is attacked with a Honed Debuff Technique by a low level enemy (CHR 10 + 40 = 50 CHR ATK).
Factoring in their damage reduction on Mind, the initial result of the attack is that Krys gets a -13 on their RES check and is at risk of taking a -25 to a given stat for 4 Turns. They can choose to spend 13 Mastered ENR and that debuff will only last 2 turns as they will meet the threshold for the RES check.
Additionally, they can also choose to spend up to 25 Mastered ENR to reduce the debuff's impact or eliminate it. To fully elminate the debuff, would cost them total of 38 Mastered ENR.
The same buff or debuff cannot be stacked with itself, once an instance of that debuff has been applied it must complete before a new one can be applied. However, different Techniques can stack with each other. On a Persistent Technique, unless otherwise stated, the effect will always be at the reduced duration regardless of RES success of the check. Checks are prompted by and will use the Basic ATK action score for checks.
To give an example a technique might look like this:
"Slow and Dumb," - Honed Technique - 25 ENR.
The PC points out to the target that they are slow and dumb. The target is slowed and thinks slower for the next 4 turns at full effect or 2 turns at half effect.
(+40 CHR - split target between SPD and BRA)
And would work as follows:
Let's say this PC has 40 CHR, the above technique would give her an ATK of 80 CHR which is halved to 40. Her target has 25 RES, this means it would be 25 - 40 = -15 RES score. As the RES is negative, the debuff is felt in full split between two stats so 40/2 = 20. So the target would be debuffed for a total of -20 to SPD and BRA for 4 turns on a successful full hit.
If the target has 15 Mastered ENR to burn, then it can choose to do so to halve the duration of the debuff but the impact would be the same.
Esoteric Stats and Effects
It is also possible to affect other gameplay features for opponents beyond just debuffing stats.
RUM: On an Epic Technique only, to remove a 1 RUM point. On positive RES score, the attempt fails. On negative RES, burning Mastered ENR will prevent the loss of the RUM point.
RAC:
Honed - Lowers target's RAC score by 1 for 2 turns. Positive RES lowers the duration to the end of the attacker's next turn, Negative RES allows full duration but this can be offset if the target burns suitable Mastered ENR.
Epic - Lowers target's RAC score by 2 for 4 turns. Positive RES halves the duration of this effect as can burning suitable Mastered ENR on a Negative RES score.
Technique Sealing
Honed - Randomly seal 2 techniques of Mundane Class or 1 Honed Class. The technique sealed will be determined by a random dice roll done by the GM. On Positive RES it is guaranteed to be Mundane Techniques, on Negative the caster may choose, unless the target burns suitable Mastered ENR. This will last permanently unless the target opts to spend Mastered ENR equal to the level of the attacking Technique to remove the seal.
Epic - Randomly seal 2 techniques of Honed Class or 1 technique of Epic Class. The technique sealed will be determined by a random dice roll done by the GM. On Positive RES it is guaranteed to be a Honed Technique, on Negative RES the caster may choose, unless the target burns suitable Mastered ENR. This will last permanently unless the target opts to spend Mastered ENR equal to the level of the attacking Technique to remove the seal.
Behavioural Mind Effects Found Here