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Status&Conditions-Explained
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Status&Conditions-Explained
Status and Conditions are terms for an applied affect that can overcome your character. Any of these effects (which are Status and Conditions) can be applied to any character regardless of health, element(s), rank, etc and can affect some creatures depending on what the effect of the Status/Condition is. These Status/Conditions can be helpful or disastrous depending on how they are used and who is the reciever or who is the dealer. There is no limit to how many Status/Conditions can be applied to a single character, but there are some conditions that can't be applied if another condition is already in effect [an example of this being Death and how no other status can be applied while its in effect]. Some Conditions also cannot be removed until the battle is over or a certain item is used, and some only last for a short duration of time. These status and conditions can be applied to a character by means of equipment, weapons, creature attacks, items, or even character techniques. Also keep in mind that the conditions have "slots" and your "skill points" involved, meaning that having a technique with a status affecting it may cost more skill points or slots from your character. Below are a list of some Status & Conditions and a description of what they do to a character.
Sleep: A person affected with the sleep status instantly falls asleep on the battlefield, keeping them from defending or protecting themself in any way while they are asleep. This status lasts for 3 turns and during this time no new attacks or abilities can be used unless they were already in effect prior to the character being put to sleep. Some abilities will allow a user to "wake up" immediately and some items or even equipment could possibly keep the status of sleep from occurring. While in effect, all abilities of the afflicted that have a cost cannot be activated, and no die may be used unless it is for a technique or ability that can disable or negate the Sleep condition.
Poison: A character affected by poison is infected by a disease of some kind that causes the infected to rapidly lose a certain amount of Health Points or Tsukara(Skill Points/Energy). Poison is a condition that can affect the infected throughout the course of an entire battle, slowly sapping strength or energy in one form or another. It can also affect creatures, slowly draining them of Health Points or how long they can remain on the field. There is no true limit to how long this condition can last or how much energy/power it can drain at a time. The HP or Skill Points lost are lost during the afflicted person's turn at its start.
Rage: This is a state of enhanced skill and strength. A character afflicted with the Rage status wields a double-edged sword as all of their attacks do double to their opponent, but alternatively the attacks that they take do double as well. This can be dangerous to the affected. The reason why someone enraged is so easily wounded but so powerful, is because they no longer worry about their body and begin to think less about their actions and how they affect them. Instead, they act recklessly and charge into battle head-first. This can be used effectively if used wisely.
Guard: An opposition to the dangerous Rage. Guard is a safer way of dealing damage and receiving it as the person afflicted by the guard status can no longer attack with full power but can block full power. Every attack they use against their opponent has a halved attack power but every attack that inflicts damage to them is also halved.
Confused: Anyone inflicted with the Confused condition has a lack of control over their skills or actions, sometimes causing them to attack themselves in battle. A character that is afflicted with the confused condition deals damage to themselves if they try to attack (use an Attack Dice or Special [Offensive] Dice) while rolling an odd number. If the user does not attempt to attack, they can still defend themselves and defending works normally as well as everything besides attacking. Also, if they roll an even number the attack goes through like it would normally go through if the attacker didn't have the confused condition. This is another condition that doesn't have a set amount of turns that it takes effect. If a creature is afflicted with this condition, all of the creature's techniques and abilities (regardless of Dice required) designate the user of the creature as the target.
Assistance Lock: A status effect that targets the items and equipment that the opponent can use. This includes their creatures as well as those that are still in capsules or haven't been summoned. Using a type of barrier to negate the powers of inanimate objects and abilities, armor, weapons, capsules, and summonings are restricted and are unable to be used. Fusions that are active also are negated and the effects they have no longer work. Also, any creature effects and abilities that may take place while a creature is in the capsule becomes negated and any other powers that equipment or weapons give are no longer in existence while this is in effect. The amount of turns this can last vary.
Self Pierce: This is a means of making someone vulnerable. The Self-Pierce condition is not a condition that a person usually inflicts himself with, but instead it is a condition that a person would use to get the upper-hand on the opponent. When in effect, the afflicted person takes triple instead of the normal amount, which could make already powerful attacks become more critical. There are no obvious benefits to the person afflicted by this and this condition can primarily be seen as a huge downside.
Haste: A character status of speed and agility. The character that has this status can roll one additional dice per turn [excluding an Item Dice]. Haste only works if the user has less than 100 HP, and once the user has 100 HP or more the effects of Haste wear off and the status must be reactivated. Since another dice can be rolled, skill points are still deducted depending on the action performed making this a status that you might want to inflict on your own character or the opponent's.
Unlucky: Some may think that this status is not named correctly because of its effects. A person afflicted with the Unlucky status has all of their Dice Amounts halved. Normally this would be a bad thing, but depending on your character and how their techniques and abilities work, this may actually be fortunate and lucky instead of unlucky.
Discharge: This condition is created by, in some way, severing the Tsukara flow within each warrior's body, keeping them from using their element(s) that they may possibly possess. This only affects the afflicted character and not any weapons or armor that they have. Once the flow of Tsukara is disrupted, any elemental technique or ability that the character has (that in anyway requires the use of their element) is nullified and cannot be used for 10 turns (more or less depending on the technique/skill/ability and the Skill Cost). This condition cannot be used on creatures due to their different body structure.
Invisible: A status that virtually removes you from the battle until something new is done on the afflicted person's part. An invisible character cannot be seen or detected by the character (under most conditions), but what's even more important is that they cannot be targeted by anything unless the effect of something else says otherwise that would allow you to target them. An invisible person cannot attack or defend or use any dice for the invisible character. Creatures can still be used and dice must still be rolled for them to perform actions, but once the character with invisible performs some action (as in their own Ability that requires dice or a technique), the effects of invisble wear off and it is no longer active. Keep in mind that being invisible is not like being in a ghostly state where you can walk through walls, phase through objects, fly, etc. Being invisible only means that your opponent can't effectively target you because they have no knowledge of your location. The maximum amount of turns that one can be in an Invisible state is 5 turns if no other amount of turns has been specified.
Repel: The one with the effects of this condition have an ability that is basically a free counterattack with half damage. The controller of the effect of Repel automatically inflicts half the damage that they received back at their opponent. The counter from repel does not require a dice and the opponent must still use a dice if they wish to perform some kind of defensive tactic such as defending, evading, or countering. Repel can be countered, so the person with repel could always have their attack backfired. The repelled attack also has half the base dice roll that the opponent rolled in order to initially start it off. This means that if the opponent rolled a 10 for the attack and it gets repelled, the repelled attack has a roll of 5 (although no dice was actually rolled). This could either hurt or help the one with repel.
Curse: A dangerous status that inflicts damage to the afflicted's health. Generally another version of Poision although it lacks the ability to inflict any damage to a person's Skill Points. The amount of damage done varies, and the way it inflicts damage is also different as it inflicts damage per dice the afflicted person uses (including Item Dice). This may cause a person that has curse to limit how many dice they use. Generally, this affects the dice based on what was rolled, but that is not the only way that it can affect a person. Whenever the afflicted uses a dice, the amount of damage they take to their HP is 100 multiplied by the amount they rolled.
Stop: A status that focuses more on the creature(s) that a character may have rather than the direct person himself. The Stop status literally locks the turn bar that a creature has (if they have one) and keeps them from performing any actions like attacking, defending, etc. although any effects or abilities that may take place (not involving a new dice to be rolled) are still in effect and remain since the turn count is no longer active. This also means that the creature remains on the field until Stop wears off. If no other turn count has been specified, Stop lasts for 10 turns.
Regen: This is a very basic condition that a character can use to heal themself a little each turn. At the start of each turn of the controller, the character gains a small amount of life that cannot exceed 200. The amount of turns that this condition can remain in effect varies.
Revive: This is a status that only works once in a battle. The condition is pretty self-explanatory as a character whose health reaches 0 can be revived the second their HP reaches 0 with a certain amount of HP recovered. Anywhere from 1-to-All HP can be recovered but that depends on how many Skill Points your willling to give for it.
Petrification: This is a status very similar to death itself. A person that has become petrified is placed in a state that is very similar to stone in which the petrified person becomes pale and their entire body becomes as hard and cold as stone. They are technically not dead, even if their HP is 0, but they are unable to do anything at all and they relinquish control of their creatures until they become un-petrified. Unlike death, a petrified person can be "brought be back to life". A petrified character or creature's Abilities, techniques, armor, and weapons are immediately negated (unless another effect says otherwise), and the Pertrified character or creature dies and cannot be revived if any attack with an Attack Power that is 1 or more targets or designates them. A petrified character or creature must have 0 HP in order to be petrified unless another ability or technique says otherwise.
Death: The biggest status possible. Anyone dead can no longer perform any actions with that character or creature and the character, technically, no longer exists. Once you are dead, there is no way of coming back from the dead by any means and any creatures, weapons, items, or equipment they have may be taken by whoever killed them. If they commit suicide, whatever the character possesses remains with them unless there is another way for someone with open slots to take their possessions. Also, a character that has committed suicide can have their equipment, creatures, etc claimed by a fellow party/team member, however, if none exists in the post, the next character in that post is able to claim all of the character's (that committed suicide) belongings.
[[Conditions and Status effects must be re-activated by the same means that they were initially activated if they are, at any time, de-activated or nullified.]]
Sleep: A person affected with the sleep status instantly falls asleep on the battlefield, keeping them from defending or protecting themself in any way while they are asleep. This status lasts for 3 turns and during this time no new attacks or abilities can be used unless they were already in effect prior to the character being put to sleep. Some abilities will allow a user to "wake up" immediately and some items or even equipment could possibly keep the status of sleep from occurring. While in effect, all abilities of the afflicted that have a cost cannot be activated, and no die may be used unless it is for a technique or ability that can disable or negate the Sleep condition.
Poison: A character affected by poison is infected by a disease of some kind that causes the infected to rapidly lose a certain amount of Health Points or Tsukara(Skill Points/Energy). Poison is a condition that can affect the infected throughout the course of an entire battle, slowly sapping strength or energy in one form or another. It can also affect creatures, slowly draining them of Health Points or how long they can remain on the field. There is no true limit to how long this condition can last or how much energy/power it can drain at a time. The HP or Skill Points lost are lost during the afflicted person's turn at its start.
Rage: This is a state of enhanced skill and strength. A character afflicted with the Rage status wields a double-edged sword as all of their attacks do double to their opponent, but alternatively the attacks that they take do double as well. This can be dangerous to the affected. The reason why someone enraged is so easily wounded but so powerful, is because they no longer worry about their body and begin to think less about their actions and how they affect them. Instead, they act recklessly and charge into battle head-first. This can be used effectively if used wisely.
Guard: An opposition to the dangerous Rage. Guard is a safer way of dealing damage and receiving it as the person afflicted by the guard status can no longer attack with full power but can block full power. Every attack they use against their opponent has a halved attack power but every attack that inflicts damage to them is also halved.
- Spoiler:
- Warning: If one opponent has the Rage status and the other has the Guard status, the power differences between the attacks (the doubling of all attacks for Rage and the halving of all attacks for Guard) are negated and all attacks occur as though they are normal.
Confused: Anyone inflicted with the Confused condition has a lack of control over their skills or actions, sometimes causing them to attack themselves in battle. A character that is afflicted with the confused condition deals damage to themselves if they try to attack (use an Attack Dice or Special [Offensive] Dice) while rolling an odd number. If the user does not attempt to attack, they can still defend themselves and defending works normally as well as everything besides attacking. Also, if they roll an even number the attack goes through like it would normally go through if the attacker didn't have the confused condition. This is another condition that doesn't have a set amount of turns that it takes effect. If a creature is afflicted with this condition, all of the creature's techniques and abilities (regardless of Dice required) designate the user of the creature as the target.
Assistance Lock: A status effect that targets the items and equipment that the opponent can use. This includes their creatures as well as those that are still in capsules or haven't been summoned. Using a type of barrier to negate the powers of inanimate objects and abilities, armor, weapons, capsules, and summonings are restricted and are unable to be used. Fusions that are active also are negated and the effects they have no longer work. Also, any creature effects and abilities that may take place while a creature is in the capsule becomes negated and any other powers that equipment or weapons give are no longer in existence while this is in effect. The amount of turns this can last vary.
Self Pierce: This is a means of making someone vulnerable. The Self-Pierce condition is not a condition that a person usually inflicts himself with, but instead it is a condition that a person would use to get the upper-hand on the opponent. When in effect, the afflicted person takes triple instead of the normal amount, which could make already powerful attacks become more critical. There are no obvious benefits to the person afflicted by this and this condition can primarily be seen as a huge downside.
Haste: A character status of speed and agility. The character that has this status can roll one additional dice per turn [excluding an Item Dice]. Haste only works if the user has less than 100 HP, and once the user has 100 HP or more the effects of Haste wear off and the status must be reactivated. Since another dice can be rolled, skill points are still deducted depending on the action performed making this a status that you might want to inflict on your own character or the opponent's.
Unlucky: Some may think that this status is not named correctly because of its effects. A person afflicted with the Unlucky status has all of their Dice Amounts halved. Normally this would be a bad thing, but depending on your character and how their techniques and abilities work, this may actually be fortunate and lucky instead of unlucky.
Discharge: This condition is created by, in some way, severing the Tsukara flow within each warrior's body, keeping them from using their element(s) that they may possibly possess. This only affects the afflicted character and not any weapons or armor that they have. Once the flow of Tsukara is disrupted, any elemental technique or ability that the character has (that in anyway requires the use of their element) is nullified and cannot be used for 10 turns (more or less depending on the technique/skill/ability and the Skill Cost). This condition cannot be used on creatures due to their different body structure.
Invisible: A status that virtually removes you from the battle until something new is done on the afflicted person's part. An invisible character cannot be seen or detected by the character (under most conditions), but what's even more important is that they cannot be targeted by anything unless the effect of something else says otherwise that would allow you to target them. An invisible person cannot attack or defend or use any dice for the invisible character. Creatures can still be used and dice must still be rolled for them to perform actions, but once the character with invisible performs some action (as in their own Ability that requires dice or a technique), the effects of invisble wear off and it is no longer active. Keep in mind that being invisible is not like being in a ghostly state where you can walk through walls, phase through objects, fly, etc. Being invisible only means that your opponent can't effectively target you because they have no knowledge of your location. The maximum amount of turns that one can be in an Invisible state is 5 turns if no other amount of turns has been specified.
Repel: The one with the effects of this condition have an ability that is basically a free counterattack with half damage. The controller of the effect of Repel automatically inflicts half the damage that they received back at their opponent. The counter from repel does not require a dice and the opponent must still use a dice if they wish to perform some kind of defensive tactic such as defending, evading, or countering. Repel can be countered, so the person with repel could always have their attack backfired. The repelled attack also has half the base dice roll that the opponent rolled in order to initially start it off. This means that if the opponent rolled a 10 for the attack and it gets repelled, the repelled attack has a roll of 5 (although no dice was actually rolled). This could either hurt or help the one with repel.
Curse: A dangerous status that inflicts damage to the afflicted's health. Generally another version of Poision although it lacks the ability to inflict any damage to a person's Skill Points. The amount of damage done varies, and the way it inflicts damage is also different as it inflicts damage per dice the afflicted person uses (including Item Dice). This may cause a person that has curse to limit how many dice they use. Generally, this affects the dice based on what was rolled, but that is not the only way that it can affect a person. Whenever the afflicted uses a dice, the amount of damage they take to their HP is 100 multiplied by the amount they rolled.
Stop: A status that focuses more on the creature(s) that a character may have rather than the direct person himself. The Stop status literally locks the turn bar that a creature has (if they have one) and keeps them from performing any actions like attacking, defending, etc. although any effects or abilities that may take place (not involving a new dice to be rolled) are still in effect and remain since the turn count is no longer active. This also means that the creature remains on the field until Stop wears off. If no other turn count has been specified, Stop lasts for 10 turns.
Regen: This is a very basic condition that a character can use to heal themself a little each turn. At the start of each turn of the controller, the character gains a small amount of life that cannot exceed 200. The amount of turns that this condition can remain in effect varies.
Revive: This is a status that only works once in a battle. The condition is pretty self-explanatory as a character whose health reaches 0 can be revived the second their HP reaches 0 with a certain amount of HP recovered. Anywhere from 1-to-All HP can be recovered but that depends on how many Skill Points your willling to give for it.
Petrification: This is a status very similar to death itself. A person that has become petrified is placed in a state that is very similar to stone in which the petrified person becomes pale and their entire body becomes as hard and cold as stone. They are technically not dead, even if their HP is 0, but they are unable to do anything at all and they relinquish control of their creatures until they become un-petrified. Unlike death, a petrified person can be "brought be back to life". A petrified character or creature's Abilities, techniques, armor, and weapons are immediately negated (unless another effect says otherwise), and the Pertrified character or creature dies and cannot be revived if any attack with an Attack Power that is 1 or more targets or designates them. A petrified character or creature must have 0 HP in order to be petrified unless another ability or technique says otherwise.
Death: The biggest status possible. Anyone dead can no longer perform any actions with that character or creature and the character, technically, no longer exists. Once you are dead, there is no way of coming back from the dead by any means and any creatures, weapons, items, or equipment they have may be taken by whoever killed them. If they commit suicide, whatever the character possesses remains with them unless there is another way for someone with open slots to take their possessions. Also, a character that has committed suicide can have their equipment, creatures, etc claimed by a fellow party/team member, however, if none exists in the post, the next character in that post is able to claim all of the character's (that committed suicide) belongings.
[[Conditions and Status effects must be re-activated by the same means that they were initially activated if they are, at any time, de-activated or nullified.]]
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
Re: Status&Conditions-Explained
Status&Conditions have been updated. Make sure to read the new effects.
Jisenki- Head Warrior
-
Number of posts : 1722
Age : 32
Location : Down the path of life
Occupation : The guy with the sword
Interests : Martial Arts, Kung-fu, Swordsmanship
The BattleField
Health Points:
(6400/6400)
Tsukara-Skill Points:
(4400/4400)
Experience Points :
(63/100)
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