Status Effect Template

Status Effect Ability Addition

An ability may only utilize one to three status effects within it, and points available for status effects design evaluation cap at 20 points, though the abilities themselves may cap at rank 100, and every 10 ranks of an ability, its status effects automatically increase by 1 rank at no added cost, up to a maximum of 20 ranks for the status effect. For every point of ability source pool or FP-replacement cost, three points are available for a status effect at no added cost. If spending an additional FP per point, one to twenty points may be added on top of the freely given ones for the sake of increasing either the availability for design evaluation as effects, or as increasing the rank. An individual may use a status effect at a rank equal to the ability's rank boost, lower if using a conditional to lessen its effect under certain circumstances (such as holding back from killing someone) or even higher if spending 5 FP per rank increase, if they have not already used up the 10 FP maximum investment into the design of the status effect.

Status Effect Application and Removal

An individual entity may only have three status effects applied to them at any given time. When a fourth status effect has application attempted, the weakest status effect is checked for its rank, to determine if it may be replaced, or if the new one is too weak to replace it. If two are being attempted, then the weakest two are checked. If both new ones are more potent, they will replace the bottom two old ones. If one old status effect is stronger than either of the two new ones, but the weakest old one is to be replaced, then the stronger of the two new ones is applied. If the two new ones are tied in potency, then a coin is flipped or a die rolled to determine which applied. Status effects will end after the duration of the ability ceases, unless otherwise built to extend longer. Whether extended or not, if a status effect is unable to be replaced with a new one, one could still attempt removal with a strong Null Status Effect, given its design aimed specifically for removing other status effects.

Status Effect Design Evaluation

Statistic Boosts cost 4 design points per point of statistic boosting.

Statistic Reduction cost 4 design points per point of statistic reduction.

Full-Attribute Boosts cost 3 design points per point of attribute boosting.

Full-Attribute Reduction cost 3 design points per point of attribute reduction.

Sub-Attribute Boosts cost 2 design points per point of sub-attribute boosting.

Sub-Attribute Reduction cost 2 design points per point of sub-attribute reduction.

Skill Boosts cost 1 design point per 2 points of skill boosting.

Skill Reduction cost 1 design point per 2 points of skill reduction.

Extended Duration costs 5 design points, ability extends 1 turn per rank of the status effect, either previous, current or next ability, as per use, but only one of those three options per use.

Endless Duration costs 10 design points, ability extends until status effect removed, either previous, current or next ability, as per use, but only one of those three options per use.

Ability Rank Reduction costs 5 design points, and reduces all ability ranks by 1 per rank of the status effect while it is active.

Ability Rank Capping costs 12 design points, and reduces all ability ranks by 3 per rank of the status effect while it is active.

Action Cap Reduction costs 9 design points, and reduces the amount of actions those affected by it are capable of producing, having 1 free action minimum, but reducing 1 free action from their total actions possible per turn.

Action Cap Boosting costs 9 design points, and boost the amount of actions those affected by it are capable of producing, boosting 1 extra free action from their total actions possible per turn.

Cancellation costs 5 design points per 2 rank reduction of another status effect.

Redirection costs 3 design points per 10% damage or effect redirection toward another entity or object.

Growth costs 5 design points per size increase.

Condense costs 5 design points per size decrease.

Position Lock costs 10 design points and reduces MP while active to 0, and also cannot be moved, but recovers when the status effect ends or is removed.

Phase Lock costs 10 design points and allows the entity or object to move through non-phased entities and objects, but their strength is reduced to half.

Temporal Lock costs 10 design points and prevents alteration of the entity or object while the status effect is active, ceasing its reactions to physics, until the status effect ends or is removed. Unless used with Position Lock, the entity or object affected by a status effect with this design piece may still be moved by another entity, but will take no damage and cannot make any action save movement.

Recognition costs 4 design points, and those with this status effect design piece believe the entity or object that applied it to them are allied with them.

Disavowed costs 4 design points, and those with this status effect design piece removes any alliance-related tie in abilities until the tie is reset.

Obedient costs 6 design points, and those with this status effect are unable to disobey the directives of their allies while it is active, to the letter of the directive, but do not have to react to questions.

Rebellious costs 6 design points, and those with this status effect will disobey every directive of their allies, and attempt to give false information or abrasive responses to any questions, while it is active.

Apathetic costs 8 design points, and those with this status effect must reroll the first crits rolled of any ability.

Source Reduction costs 4 design points per 5% source reduction.

Source Boosting costs 4 design points per 10% source boosting.

Source Path Reduction costs 5 design points per 4 points of source pool cap reduction in the same path.

Source Path Boosting costs 5 design points per 6 points of source pool cap boosting in the same path.

Domain Reduction costs 3 design points per 5% domain reduction.

Domain Boosting costs 3 design points per 10% domain boosting.

Damage Boosting costs 6 design points per 5% damage boosting per category of damage used (specific domain category, environmental or physical, etc).

Damage Reduction costs 6 design points per 10% damage reduction per category of damage used (specific domain category, environmental or physical, etc).

Damage Amplification costs 18 design points per 5% damage of any type amplified on those it is applied to.

Genetic Alteration costs 2 design points per 3 points of gene exchange.

Diseased costs 4 design points per 3 points of gene traits affected by its rank/2 (1 minimum) number of effects, rank infectivity chance, and rank/3 (1 minimum) means of spreading the infection.

Die Boost costs 7 design points, gives 1/2 die boost per rank.

Die Reduction costs 7 design points, gives 1/2 die reduction per rank.

Die Loss costs 10 design points, and the individual loses 1 Luck Point, RP Chance, Combat Chance, or Desperation Die per turn if any are available. This does not increase with rank increase.

Combine costs 5 design points, allows one entity and an object or other entity to combine, having one stat and one attribute as the sum of the entity and the object or other entity, the rest as the lower of the two. Additional usage allows further stat and attribute combination. Skills are per the lower of the two prior to combination.

Divide costs 7 design points, allows one entity to split into up to two per rank of this status effect. As per the use of this status effect through the number of clones created, the clones receive a set percentage of the stats and source pool sizes of the original individual, and any remainder goes to the original individual. All attributes and skills remain the same as the original individual. If any clone should die, their remaining stats and pool sizes revert back to the individual. If the original dies, the clones immediately die as well, and leftover stats from them do not revert to the original body if resurrected. Clones give the XP to original, if they do not die but fade, and if they do not fade, they retain it in themselves. While a clone stays active, the clones and original all gain a percentage of XP normally gained by each individually as per the number of clones, plus 5% per rank of the ability.

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