Hi, I'm Ark. There's not really a deep and mystical etymology to the name, it just stuck one day as a nice, fast, memorable single-syllable handle to use on the internet. If you played on SRTMUSH from 2010-onwards, you might know me as Ibis Douglas's player. I dipped into the revival of FFMUSH and a game called Final Kingdom briefly as Barbariccia on both games.
I play Maya and Harken here.
TESTING WIKI CRAP BELOW THAT (AND THIS) LINE
Resource & FP
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Forceful
|
+10 to starting FP
|
4
|
|
Finesse
|
+1 to starting Combo
|
4
|
|
Limit Break
|
+1 to Maximum Combo
|
5
|
|
Supply Chain
|
-5 FP Cost for Attacks using Quick, Shield, Hyper, Lock State
|
6
|
|
Healer
|
Heal, Hi-Heal, Quick, Shield, Hyper, Lock State generate 1 Combo
|
8
|
|
Condition Green (CG)
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Healthy
|
+100 (200 for Gears) Temp HP granted upon reaching CG
|
4
|
|
Ranger
|
Critical Hit chance increased while in CG
|
4
|
|
Guerilla
|
Power stat increased while in CG
|
6
|
|
Survivor
|
Vitality stat increased while in CG
|
6
|
|
Acrobat
|
Reflex stat increased while in CG
|
6
|
|
Master
|
ARMS, Sorcery, and Tech stats increased while in CG
|
7
|
|
Critical Hit
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Sniper
|
Critical hits occur more often, but do less damage.
|
6
|
Butcher
|
Butcher
|
Critical hits deal have an increased damage multiplier.
|
4
|
Sniper
|
Tough
|
Incoming critical hits deal less damage to your character.
|
5
|
|
Gremlins!
|
Your critical hits apply Jam to your target.
|
4
|
|
Dirty Fighter
|
Your critical hits apply Cripple to your target.
|
4
|
|
Silencer
|
Your critical hits apply Mute to your target.
|
4
|
|
Venomous
|
Your critical hits apply Poison to your target.
|
4
|
|
Energizer
|
Your critical hits apply Hyper to your character.
|
3
|
|
Overclock
|
Your critical hits apply Quick to your character.
|
3
|
|
Bulwark
|
Your critical hits apply Shield to your character.
|
3
|
|
Force Critical
|
Your critical hits generate an additional +10 FP for your character.
|
3
|
|
Attack
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Marksmanship
|
Hit chance with ARMs attacks improves as FP increases.
|
5
|
|
Gunfighting
|
Damage with ARMs attacks improves as FP increases.
|
7
|
|
Focus
|
Hit chance with sorcery attacks improves as FP increases.
|
5
|
|
Sorcery
|
Damage with sorcery attacks improves as FP increases.
|
7
|
|
Quick Draw
|
Hit chance with technique attacks improves as FP increases.
|
5
|
|
Finest Arts
|
Damage with technique attacks improves as FP increases.
|
7
|
|
Creative
|
Increases Free Attack point cap to 5 and allows for the additional flags to be used: Slow, Break, Weaken, Quick, Shield, Hyper.
|
8
|
|
Reaction
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Duck and Cover
|
Your character has a bonus to Dodge against ARMs attacks.
|
5
|
|
Just a Scratch
|
Your character has a bonus to Guard against ARMs attacks.
|
5
|
|
Parry
|
Your character has a bonus to Dodge against Technique attacks.
|
5
|
|
Sentinel
|
Your character has a bonus to Guard against Technique attacks.
|
5
|
|
Barrier
|
Your character has a bonus to Dodge against Sorcery attacks.
|
5
|
|
Sound Mind
|
Your character has a bonus to Guard against Sorcery attacks.
|
5
|
|
Reflexive Charge
|
Grants your character's Charge reactions a small chance to partially Dodge an attack.
|
3
|
Defensive Charge
|
Defensive Charge
|
Grants your character's Charge reactions a small chance to partially Guard an attack.
|
3
|
Reflexive Charge
|
Force Evade
|
When your character performs a Critical Dodge, gain 10 FP.
|
3
|
|
Force Guard
|
When your character performs a Critical Guard, gain 10 FP.
|
3
|
|
Force Charge
|
When your character performs the Charge reaction, gain 10 FP (instead of 5).
|
3
|
|
Combo Breaker
|
Your critical dodges and critical guards cause your opponent to lose 2 Combo instead of 1. You cannot reduce an enemy's Combo below 0.
|
4
|
|
Form
|
Name
|
Effect
|
Cost (CP)
|
Conflicts With
|
Rival
|
For Antagonists: grants 25 CP and 13 AP to the form with this PS. For most antagonists.
|
---
|
---
|
Fiend
|
For Antagonists: grants 50 CP and 25 AP to the form with this PS. For rare and powerful antagonists. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 9.
|
---
|
---
|
Access
|
For Anyone: grants 50 CP and 25 AP to the form with this PS. All actions taken under this form cost an additional 10 FP. Chapter 1 stat caps under this form are 40. Chapter 1 attack power level caps under this form are 8. Represents temporary transformations (Armatization, Magical Girl Transformations, etc) which grant significant power at a cost.
|
---
|
---
|
Nemesis
|
For Antagonists: Sets CP and AP pools to end-of-Chapter maximums to the form with this PS. Can be combined with Rival or Fiend. For very rare and very powerful antagonists.
|
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|
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