User:Ark
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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. | --- | --- |