Wednesday, June 22, 2016

Buffs and Debuffs

Debuffs and Buffs have Limited Stacking. The first application of a debuff applies the full number of stacks. If another stack is cast, if it would apply more stacks, it overrides the previous stacks, and adds one additional stack for each stack previously on the target, from a different source (character). If it would apply less stacks, it applies one additional stack. The duration of all stacks becomes the highest among stacks placed on the target.

So, if one character applies 3 Stacks of Bleed to an enemy for 6 Turns. Then, two turns later another character uses an ability that applies 5 stacks of Bleed for 8 Turns. The old stack is overridden, except for 1, and the target will now have 6 stacks of Bleed. The duration will be 8 Turns.

Debuffs:

Bleed
: +1 Damage at the beginning of the turn per stack.Damage Vulnerability: Whenever damage is dealt to the target, it takes 1 extra damage per stack. 
Nerve Damage: Whenever the target is damaged, it has a 10% chance to lose 1 AP per stack. If it has no AP, it loses 1 AP at the beginning of its next turn (only 1 AP can be lost this way per turn). 
Knocked Down: The target is knocked prone: It cannot move or make melee attacks. It looses all Dodge Chance. It may spend 1 AP to remove this effect and get up
Blinded: The target's Miss Chance is increased by 10% per stack. All abilities gain a 5% Miss Chance per stack. 
Dazed: Target loses all AP remaining, loses Vigilance. Stunned X: Target loses X AP at the beginning of their next turn.
Confused: Target takes random actions.
Berserk: Target always attacks closest target with basic attack.
Severed: Can't use abilities that cost Verve. 

Crippled (Leg): Movement and attacking with legs costs 1 additional AP.Crippled (Arm): Attacks using arms cost 1 additional AP. 
Slow: All actions cost 1 additional AP. 



Buffs:
Healing Amplification (Incoming): Whenever you would be healed by a source, you are healed 1 extra HP per stack.Healing Amplification (Outgoing): Whenever you would heal a target, you heal them an additional 1 HP per stack.Regeneration: At the beginning of the turn, heals 1 damage per stack.
Distortion X%: After the combat roll, you have a second % chance to avoid the attack.


States

Flanked: State gained when more than one adjacent square is occupied by a Hostile. Hostiles gain +5% Attack Bonus per square occupied by a Hostile.
Engaged: You are "In Combat" and cannot use Abilities or Skills in their Non-Combat Mode. Cannot enter Concealment with a Skill Check.
Concealment: You cannot be seen or perceived by your hostiles. 

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