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This time aroudn we'll be talking a bit about our Condition & Effect system, as well as show you some example conditions.
It's important to note that any numbers and effects shown in this post are not final and subject to change
Throughout the day, and more likely within a combat encounter, Creatures can be temporarily afflicted with Effects such as Conditions. Whenever a Creature gains an Effect, it comes with a "Stack" value, which indicates the number of the afflicted Creature's Activations must pass before the Effect comes to an end.
For example: if you get "Poison 3", the Poisoned effect dissipates after the Poisoned target makes 3 activations.
Any time a Creature would gain a Condition it already is afflicted with, it instead increases the Stack Value of the original Condition applied.
For example: Round 1 you get "Poison 3", and after 2 of your activations, you now have "Poison 1", but then you an enemy applies "Poison 4" on you; instead of having a "Poison 1" and "Poison 4" effect; you stack them together and have a single "Poison 5".
Just like as with 1st edition, any creature can be afflicted by an unlimited amount of Effects, including the same one multiple times, but can only have the same Condition applied once at a time (because the Stack Value would increase if re-applied)
Unlike many other TTRPGs, conditions aren't cleared by rolling something like a "Save Check," instead they automatically disappear after their Stack Value reaches 0, or are cleansed by other effects from Items, Moves, Perks, Abilities, etc.
Conditions can loosely be categorized in two different categories, Major & Minor Conditions.
The big difference between the two is that a Major Condition tends to apply one or more Minor Conditions that last for as long as the Major Condition is applied (This means the afflicted Minor Condition won't have its own stack value!). There's some other nuiances we're working out, so please consider this as the most basic guideline for differentiating them for now!
Here are a few examples of Major Conditions:
The afflicted creature loses a Tick[1] of HP at the end of each of their activations. The creature also has Derangement while Poison is active.
The afflicted creature's Move Power is reduced by 50%. At the start of each of the afflicted creature's activations, the creature has a 25% chance of losing 1 Simple Action[2] for that activation. The Creature also has Off-Guard while Drowsy is active.
At the end of the afflicted creature’s activation, it loses X stacks of Bad Poison, where X is 2# of activations passed with Bad Poison and takes half a Tick[1:1] of HP per stack lost. The creature also has Derangement while Bad Poison is active. When a creature receives Bad Poison, it loses the Poison Condition, and gains 33% of its remaining Poison Stacks onto Bad Poison. A creature afflicted with Poison X while it has Bad Poison gains 33% of X as Stacks onto Bad Poison.
While a creature is Weary, its default ACC and EVA stages are reduced by X, where X is the Stack Value Weary has. Weary is automatically increased by 1 when a creature Faints. When a creature has 4 or more Weary, it is unable to battle until they reduce their Weary. Weary cannot wear off on its own - a creature must deliberately Rest or consume Items such as Apples to remove Stacks of Weary.
The afflicted creature’s default ATK stages are reduced by 1.
The afflicted creature’s default SP.ATK stages are reduced by 1.
The afflicted creature’s default DEF stages are reduced by 1.
The afflicted creature’s default SPDEF stages are reduced by 1.
The afflicted creature suffers penalties based on how many stacks of Fear they have. Fear applied from different sources have their own Stacks.
1 - 2: They cannot willingly move towards the source of their Fear, and suffer -1 ACC stage when attacking the source of their Fear.
3+: During each activation, they must move their full Movement away from the source of their Fear, and suffer -1 EVA stage against attacks made by the source of their Fear.
The afflicted creature believes the source of Infatuation is a dear friend or romantic interest. Afflicted creatures have a 50% chance of being unable to target the source of their infatuation with an attack, and have -2 stages of EVA against attacks from the source of their infatuation.
When a creature’s Perish count hits 0, the creature's HP is set to 0. Humans and ‘Ace’ creatures gain Weary 1 instead of losing HP and Fainting when their Perish count is 0. The Perish condition is removed if a creature is switched out or leaves combat.
While Grounded, creatures become unable to use their [Flying] movement, nor can they be Lifted or Raised. They are also subject to all active Terrain effects even if they had the [Hover] Trait.
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