Status 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 |
- [AC] 80 DS vs Skills#Fortitude
- S: Remove Down
- F: Remove Down, -1 AP
- [AC] 80 DS vs Skills#Fortitude
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
- [AC] (80 + % of Max Core Aspects#HP lost, doubled if Crit) DS vs Skills#Fortitude.
- If you have multiple Channels, one is randomly chosen to break.
- [AC] (80 + % of Max Core Aspects#HP lost, doubled if Crit) DS vs Skills#Fortitude.
- 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
- X Bleed Y
- Owner takes (Y * 2.5)% of Max Core Aspects#HP damage per turn cycle
- Recovery DS for 1 X = 55 vs Fortitude
Concuss
- X Concuss Y
- Y acts like Status Tokens#Accuracy -Y while active
- Recovery DS of 1 X = 75 vs Fortitude
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
- [AC] (50 + 10 * Y) DS vs Skills#Fortitude
- S: 0 Bound
- [AC] (50 + 10 * Y) DS vs Skills#Fortitude
- -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.
- Debuff is determine by weapon type.
- Slash, Pierce: 3 #Bleed 1
- Blunt: 1 #Concuss 3
- Fire: 2 #Burn 3
- Ice: +2 #Frostbite 6
- Lightning: 2 #Shock 2
- Debuff is determine by weapon type.
- -1X per turn
Flight
- X Flight
- This unit is flying.
- Climbing ACs are guaranteed.
- Jumping now has no height limit.
- They can now use Combat Basics#Movement across gaps.
- Landing has no fall dmg.
- When hit, face a Resist AC.
- [AC] (30 + % of Max Health lost, doubled if Crit) DS vs Skills#Fortitude
- -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.
- [AC] 125 DS vs Skills#Dominance
- -1 Lunacy
- [AC] 125 DS vs Skills#Dominance
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