Author Topic: Tome of Combat  (Read 236 times)

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Offline Shane

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Re: Tome of Combat
« on: August 22, 2013, 07:01:14 pm »
TOME OF COMBAT
Page 4: Status Effects


Negative Status Effects:

[Stunned]
Prevents the afflicted from taking any action. It usually wears off after one to three turns.

[Bleeding]
The afflicted takes 10 damage per turn. This doesn't wear off normally, and requires magic or first aid treatment.

[Slowed]
Characters with the [Slowed] status effect gain a penalty to Agility equal to the level of the one who inflicted it. It wears off after battle.

[Poisoned]
Characters take 10 damage per turn. This can be cured with weak antidotes and such. If the character is poisoned again after already being afflicted, they may become [Badly Poisoned].

[Badly Poisoned]
Characters take 20 damage per turn. This can't be cured with weak antidotes, but stronger antidotes and magic can cure this. If the character is poisoned yet again after already being afflicted, they may become [Fatally Poisoned].

[Blind]
Characters' accuracy is reduced to 1. They may still manage to hit their mark, or they may attack the environment.

[Dead]
Those who have 0 HP are dead. They can be revived with magic and items, and maybe moves, but they cannot take actions until then. Some abilities may trigger on death.

[Deader than dead]
Only those struck by fatalities can be afflicted with this. They cannot be revived. Ever.

[Frightened]
Frightened characters deal less damage in combat, and can't attack the source of their fears.

[Sleeping]
Sleeping characters are unable to act. They will awake if a Sound-element move, magic or attack is used in the battle, or if they are hit with a powerful attack. They will also wake up after some time has gone by.


Unique Status Effects:
These are status effects that are different from positive and negative status effects.

[Reload]
Characters using guns as a weapon require magazines to reload them. If there are magazines in the party, this status effect will be applied to the characters using guns, should the number of shots reach 0.
In battle, they get a special action where they can reload, but have to skip a turn. If they can't reload, they will use their guns as a melee weapon instead, dealing halved damage.

[Fused]
Certain creatures can fuse with others. They are considered "dead", technically; however, they retain their HP. If the fused monster is killed, both fusees will be dead as well. However, should they defuse due to the effect of an ability, move, spell or whatever, they will return to the battle with HP equal to half the fusion's current HP. If, for example, a fusion monster with 50 HP is defused, both fusees will have 25 HP remaining.


Positive Status Effects:

[Fast]
Characters with the [Fast] status effect gain a bonus to Agility equal to the level of the one who inflicted it. It wears off after battle.


Class-Related Status Effects:

[Protect]
Fighters can protect their allies. This lasts for as long as they use this. They cannot attack when Protecting.


Ability-Related Status Effects:

[Super Effective]
Granted by the Hidden Power ability. The character's attacks will all be super effective for three turns (four, if the character can move twice in one turn).
« Last Edit: October 22, 2013, 12:07:03 pm by Corrupted Shane: Friendly Dark Master and Inhuman Fighter »
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