GameplayMechanicsCombatStatus Tokens

Tokens represent buffs and ailments applied to a character.

Tokens are shown as (Count)(Name)(Level). E.g. 1 Prowess +2.

+n and -n are Modifiers meaning the token adds that value to existing tokens of the same type. +1 Prowess 1 increases Token Count, 1 Prowess +1 increases Token Level.

If Tokens of different levels are applied, they affect their target simultaneously. Level Modifying tokens apply to the lowest level token.

Tokens cannot lose Token Count through the passage of time, if they were gained or modified that turn. ^cac3e7

Token Values encased in {} refer to the logic of its associated token rather than the Token it is nested within. e.g. If a #Channel {Y} was nested in another Token, Y would still be defined by the logic of #Channel tokens.

Core Tokens

Tokens which influence the core aspects of a character. 

Fading

  • This Starlite is on the verge of death.
  • Disables all actions, gain Fading +1 per turn unless actively being helped by an ally.
  • Must be healed to 50% Max HP to lose all Fading tokens.
    • Upon being revived, gain a random [Injury].
    • When an entity is downed, any overkill damage is still subtracted and must also be removed by Healing.
    • Allies can use 2 AP to help an ally, healing them by 20% per turn cycle, once per turn.
      • Being hit while helping an ally, stops the heal.
  • On Fading 4, this Starlite dies.
  • Token removal must be explicit.

Dim

  • Dim Y
  • This Starlite has escaped the edge of death but hasn’t recovered from its effects.
  • -2 * Y to all stats.
  • If a Starlite gains Fading while having Dim 3, they die instantly.
  • Removed by Resting.
    • Token removal must be explicit.

Exhaustion

  • X Exhaustion
  • Lowers all Attributes by 1 * X
  • Removed by Resting.
    • Token removal must be explicit.

Stun

  • X Stun
  • Disables all actions
  • -1 X per turn

Invigorate

  • X Invigorate Y
  • Increase Grit by Y
  • -1 X per turn cycle

Energize

  • X Energize Y
  • Increase Motorics by Y
  • -1 X per turn cycle

Harmony

  • X Harmony Y
  • Increase Spirituality by Y
  • -1 X per turn cycle

Focus

  • X Focus Y
  • Increase Ingenuity by Y
  • -1 X per turn cycle

Flair

  • X Flair Y
  • Increase Charm by Y
  • -1 X per turn cycle

Empower

  • X Empower Y
  • Increases Clash Power by Y
  • -1 X after a Duel

Down

  • This Starlite has been knocked down.
  • -40 Crit DS for incoming attacks.
  • Forces an Action Check, AC |

Zone of Control

  • A space that radiates effects onto surrounding tiles.
  • Y states which ZOC it is.
  • X determines the type.
    • P: Personal, the ZOC radiates from an entity.
    • S: Static, the ZOC radiates from a stationary tile.

Protection

  • X Protection Y
  • Increase Armor by Y
  • -1 X on receiving damage or after 3 turns

Resistance

  • X Z Resistance Y
  • Z represents Damage Type.
  • Increase Z Armor Resistance by Y
  • -1 X on receiving Z damage or after 3 turns

Channel

  • X Channel Y
  • Skill countdown, begin the associated skill on 0 Channel.
  • Channel S will break if displaced forcibly.
  • Channel M and S will break on taking attack damage if the following AC is failed
  • Y determines Channel Type,
    • Passive is P
    • Mobile is M
    • Static is S
  • -1 X at the end of your turn.

Skill Change

  • X Z Y
  • Adds Y to the specified skill Z.
  • -1X per turn

Darkness

  • Darkness Y
  • This Starlite is under dark conditions.
    • -12.5% to Detection ACs per Y.
    • (10 - 2 * Y) max vision range.
    • -15% to Ranged Hit per Y.
    • -10% to Melee Hit per Y.

Internal Tokens

^4a419e

Tokens which represent bodily injuries and buffs. [Injuries] have to be removed by an ability or item. [Injury] removal must be explictly specified, to work.

Poison

  • X Poison Y
    • When you face a Physical AC, take Y damage and reduce X by 1.
  • Recovery DS for 1 X = 80 vs Fortitude

Bleed

Concuss

Blind

  • Blind Y
  • Owner gains -30 to Hit Modifier
  • Recovery DS = 50 + 10 * Y vs Fortitude

Stagger

  • Stagger Y 
  • Owner gains -1 Move
  • -1 Y every turn cycle
  • Recovery DS = 60 vs Fortitude

Broken Rib

  • Broken Rib Y
  • Owner gains -5 * Y Fortitude
  • [Injury]

Cracked Skull

  • Owner gains -20 to Hit Modifier
  • [Injury]

Hemorrhage

Charred

  • Owner takes 50% extra dmg from #Burn.
  • [Injury]

Mangled Leg

  • -(40 / Total Leg Amount) * Y Dodge
    • Y is capped by Total Leg Amount.
  • [Injury]

Mangled Arm

  • -(30 / Total Arm Amount) * Y Skills#Dexterity
    • Y is capped by Total Arm Amount.
  • [Injury]

Elusive 

  • X Elusive Y
  • +5 * Y Dodge Chance
    • Affects Evasion ACs
  • -1 X on Dodge or after 3 turns

Speed

  • X Speed Y
  • Increase Move by Y
  • -1 X after 3 Turns

Regen

  • X Regen Y
  • Heal Y HP every turn
  • -1 X per turn

Bound

  • X Bound Y
  • Disables Movement while active. At the start of every turn, run a Resist AC
  • -1 X per turn

Sturdy

  • X Sturdy Y
  • Owner receives (10 * Y)% Damage Reduction
    • Sturdy DR is combined with Armor DR when possible.
  • -1 X on receiving damage or after 3 turns

Brawn

  • X Brawn Y
  • Owner's next Melee Hit gains +10% * Y dmg.
  • -1X on hit or after 3 turns

External Tokens

Tokens which represent debuffs outside the body

Burn

  • X Burn Y
  • Owner takes Y damage per turn
  • -1X per turn.
    • Extra -1X if pass, Recovery DS for 1 X = 125 vs Fortitude

Frostbite

  • X Frostbite Y
  • Y determines Shatter threshold.
    • If X >= Y, trigger Shatter dealing Y dmg to Owner.
    • Melee Crits trigger Shatter early, instead dealing X/3 dmg.
  • -1X per turn.
    • Extra -1X if pass, Recovery DS for 1 X = 110 vs Fortitude

Shock

  • X Shock Y
  • Owner Skills#Dexterity reduced by (5 * Y)
  • -1X per turn.
    • Extra -1X if pass, Recovery DS for 1 X = 120 vs Fortitude

Cloak

  • X Cloak Y
  • +5 * Y DS to Detection TCs
  • -1X per turn.

Enchant

  • X Enchant Y
  • Y determines the new damage type of owner's weapon.
  • -1X per turn

Potent

  • X Potent Y
  • Add an Inflict AC of (10 * Y) DS to your weapon.
  • -1X per turn

Flight

  • X Flight
  • This unit is flying.
    • Climbing ACs are guaranteed.
    • Jumping now has no height limit.
    • Landing has no fall dmg.
    • When hit, face a Resist AC.
  • -1X per turn

Immuno

  • X Immuno
  • Immuno absorbs the Count from Generic Negative Tokens.
    • This does not cleanse pre-existing Tokens.
  • -1X per Count absorbed.

Mental Tokens

^781999

Lunacy

  • X Lunacy Y
  • Y stores accumulated mental damage.
    • Abilities have effects based of Y.
  • Every turn, face a Mental AC.

Marked

  • X Marked Y
  • +5 * Y Crit Modifier against owner.
  • -1 X every turn

Taunted

  • X Taunted Y
  • -5 * Y Hit Modifier against enemies that did not the inflict the Status.
  • -1 X on attacking the Taunter or after 3 turns

Poise

  • X Poise
  • Martial Resource
  • Gathered differently by each Martial Class
  • 1 X can be converted to reduce the turn cooldown of a Martial Art by 2 Turns.
  • 5 X can be converted into 1 Break

Instinct

  • X Instinct
  • Ranger Resource
  • Gathered differently by each Ranger Class
  • Used for specific class actions.
  • 3 X can be converted into 1 Break

Prowess

^040a43

  • X Prowess Y
  • +5 * Y Crit Mod
  • -1X on crit or after 3 turns

Guile

  • X Guile Y
  • +0.1 * Y Critical Damage Modifier and +1 * Y Penetration
  • -1X on crit or after 3 turns

Resonance

  • X Resonance Y
  • Increase Bolt based damage by 20% * Y
  • Increase Spell [TC] DS' by 7.5 * Y
  • -1 X on using a spell which benefits or after 3 turns

Pneuma

  • X Pneuma Y
  • Increase Spell Assist by 20% * Y.
  • Increase Spell Repress by 20% * Y.
  • -1 X on using a spell which benefits or after 3 turns

Resilience

  • X Resilience Y
  • Reduce Mental AC' DSs by 5 * Y
  • -1 X on facing a Mental AC

Accuracy

  • X Accuracy Y
  • +5 * Y Hit Mod
  • 1 X lost on attack or after 3 turns

Suppression

  • X Suppression Y
  • Suppression disables Overwatch.
  • Y acts like Status Tokens#Accuracy -Y while active.
  • -1 X per turn cycle
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