STRIDE System Ability List


Poke - Starting Ability - Action - [Offense] [Physical]
One target takes damage equal to your Strength.

Cleave - Action - [Offense] [Physical]
L1 - 10 XP: Choose 1 Primary target and 1 Secondary target. The Primary takes damage equal to your Strength. The Secondary takes damage equal to your Strength - 4. You may use Cleave once per round.
L2 - 5 XP: The Secondary target takes damage equal to your Strength - 2. You may use Cleave twice per round.
L3 - 10 XP: You add another Secondary target (for a total of two Secondary targets). The Secondary targets take damage equal to your Strength. You may use Cleave three times per round.
L4 - 10 XP: The Secondary targets take damage equal to your Strength + 2. You may use Cleave four times per round.
L5 - 15 XP: You add another Secondary target (for a total of three Secondary targets). The Secondary targets take damage equal to your Strength + 4. You may use Cleave five times per round.
Note: Cleave fizzles if you don't choose the right number of targets (at L5 you must select four targets: one primary, and three secondary).

Counter Stance - Action - [Offense] [Physical] [Pre-Emptive]
Rules: You may only have one Counter Stance active at a time. You may not enter a second Counter Stance until all target sponsors have used a damage-dealing [Offense] ability on you. Although it cannot be Dispelled, Counter Stance awards you XP and a stat token as though it were an [Offense] [Status].
L1 - 10 XP: You may choose to Counter one target. If that target attacks you, you immediately deal damage to him equal to your Strength + 2. This Counter attack bypasses all [Pre-Emptive] abilities. You take -1 damage from the attack that triggered your Counter Stance.
L2 - 5 XP: Your Counters deal Strength + 4 damage, and you take -2 damage from the attack that triggered your Counter Stance.
L3 - 5 XP: You may choose to Counter up to two targets.
L4 - 10 XP: Your Counters deal Strength + 6 damage, and you take -3 damage from the attack that triggered your Counter Stance.
L5 - 10 XP: You may choose to Counter up to three targets.
Note: Counter Stance fizzles if you do not choose the correct number of targets.

Critical Strike - Action - [Offense] [Physical]
Rules: Target one sponsor. Critical Strike deals damage equal to 1/2 your Strength. The target's Defense is considered 0 for resisting damage.
L1 - 10 XP: You may use Critical Strike once per round. It deals +1 base damage.
L2 - 5 XP: You may use Critical Strike twice per round. It deals +2 base damage.
L3 - 10 XP: You may use Critical Strike three times per round. It deals +3 base damage, and Deathblow deals +6 base damage. You gain access to the Deathblow ability.
L4 - 10 XP: You may use Critical Strike four times per round. It deals +4 base damage, and Deathblow deals +8 base damage.
L5 - 15 XP: You may use Critical Strike five times per round. It deals +5 base damage, and Deathblow deals +10 base damage. You gain access to the Whirlwind Attack ability.

Power Attack - 2 Actions - [Offense] [Physical]
Rules: Target one sponsor. Power Attack counts as multiple attacks, meaning that the target's Defense applies twice against L1 Power Attack (for example). However, it's still a single Ability use, so [Defenses] that reduce damage apply to the net damage of Power Attack, not that of each attack (a Barrier would reduce L1 Power Attack by 3 damage, not 6), and counter/Pre-Emptive abilities only trigger once.
L1 - 10 XP: Your Power Attack counts as two attacks. Each attack deals damage equal to your Strength + 2. You may use Power Attack once per round.
L2 - 10 XP: Each attack deals damage equal to your Strength + 4. You may use Power Attack twice per round.
L3 - 10 XP: Each attack deals damage equal to your Strength + 6.
L4 - 10 XP: Each attack deals damage equal to your Strength + 8. You may use Power Attack three times per round.
L5 - 10 XP: Each attack deals damage equal to your Strength + 10.

Shadow Style - [Tree]
Rules: All these abilities target one sponsor. [Status] or [Side] affects inflicted by one of these abilities is called "Attached." If the initial attack fails (due to Dodge or similar abilities), the attached Effect is not inflicted. As normal, if you also possess the [Status] Effect used by a Shadow Style ability, the [Status] inflicted is more powerful (see the "Special" rules for [Status] Effects).
L1 - 10 XP: Poison Blade - Action - [Offense] [Physical]
Poison Blade deals damage equal to your Strength, and inflicts the Poison [Status] Effect.
L2 - 5 XP: Subduing Attack - Action - [Offense] [Physical]
Subduing Attack deals damage equal to your Strength + 4, and inflicts the Stunned [Side] Effect.
L3 - 10 XP: Silencing Strike - Action - [Offense] [Physical]
Silencing Strike deals damage equal to your Strength + 2, and inflicts the Silence [Status] Effect.
L4 - 10 XP: Crippling Blow - Action - [Offense] [Physical]
Crippling Blow deals damage equal to your Strength + 2, and inflicts the Paralyze [Status] Effect.
L5 - 15 XP: Flensing Strike - Action - [Offense] [Physical]
Flensing Strike deals damage equal to your Strength + 6, and inflicts the Wounded [Status] Effect.
Notes: Dispels should target the attached [Status], not the ability itself. (You cannot Treat "Flensing Strike," but you can remove "the Wounded status.")

Smite - [Tree]
Rules: Smite can only be used in one of three ways, and you must specify which usage (Chain Smite, Smite Evil, or Retributive Smite) whenever you use Smite. Unless otherwise specified, Smite is instantaneous (the target must be eligible at the time you use Smite for the action to not Fizzle), and not retroactive. The three possible uses of Smite are as follows:

L1 - 5 XP: Smite deals damage equal to your Strength + Intelligence. You may use Smite once per round.
L2 - 10 XP: Whenever you successfully use Smite, you heal 2 points of damage. You may use Smite twice per round.
L3 - 5 XP: Seal Evil: Each target of your Smite is afflicted with the Seal [Status] Effect. You must choose the same ability to Seal for all targets.
L4 - 10 XP: Whenever you successfully use Smite, you heal 4 points of damage. You may use Smite three times per round.
L5 - 10 XP: Reckoning: Once per round, you may choose eligible targets for Smite based on the actions of the previous round.
Also
, you may choose to use Smite Evil on two targets at once, not just one, but you are not required to do so. As before, if your second target is not eligible for Smite Evil, Smite fails. You may declare a second target with Smite Evil once per round.

Sunder - Action - [Offense] [Physical]
Rules: Target one sponsor. When you use Sunder, choose which of the target's statistics to strike (Strength, Defense, Intelligence, Resistance). Each sponsor may only be Sundered once per Half; if you target a sponsor who has already had a statistic lowered by Sunder in that Half, Sunder fizzles. Stat penalties bestowed by Sunder last for the entire round, or until restored.
L1 - 5 XP: You reduce the chosen statistic by 2 points. (For example, if you chose to Sunder a target's Strength, and he has 7 Strength, a successful Sunder reduces his Strength to 5.) You may use Sunder once per round.
L2 - 10 XP: Mind Break: On a successful Sunder, you deal damage equal to [your Strength - the target's Intelligence]. This damage occurs after Sunder's statistic reduction. The target's Defense does not apply against this damage.
L3 - 15 XP: Mind Break deals +2 base damage. You may use Sunder twice per round.
L4 - 10 XP: Whenever you use Sunder, you reduce the chosen statistic by 4 points, not 2.
L5 - 15 XP: Mind Break deals +4 base damage. You may use Sunder three times per round.


First Aid - Starting Ability - Action - [Defense] [Physical]
Target one sponsor. First Aid heals 1 point of damage and removes all [Side] Effects on the target. You can't remove a [Physical] and [Magical] [Status] with the same First Aid, even if you have both Treat abilities; you must choose one or the other.

Dodge - Action - [Defense] [Physical] [Pre-Emptive]
Rules: Select a number of targets allowed by your level of Dodge. The next [Physical] [Offense] ability that a selected target attempts to use against you is negated. You may only successfully choose a given sponsor once per round, even if you may use Dodge multiple times. (If your Dodge against a target is not successful, such as if he used Ki Power, you may select him again.)
L1 - 10 XP: When you use Dodge, select one target. You may use Dodge once per round.
L2 - 5 XP: When you use Dodge, select two targets.
L3 - 10 XP: When you use Dodge, select three targets. You may use Dodge twice per round.
L4 - 10 XP: When you use Dodge, select four targets.
L5 - 10 XP: When you use Dodge, select five targets.

Evasion - Trait - [Defense]
Rules: Evasion affects you. You may declare an Evasion at any time, and choose an [Offense] ability that targeted you. Evasion only works against actions taken against you in that Half. It may be used in the following ways:

L1 - 10 XP: You may use Evasion once per round.
L2 - 15 XP: You may use Evasion twice per round.
L3 - 20 XP: You may use Evasion three times per round.
L4 - 20 XP: You may use Evasion four times per round.
L5 - 25 XP: You may use Evasion five times per round.

Karmic Strike - Trait - [Defense] [Physical]
Rules: You may use Karmic Strike whenever a target sponsor successfully targets you with an [Offense] ability. You instantly retaliate against that [Offense] (you must specifiy which sponsor's [Offense] ability you are using Karmic Strike against).
L1 - 10 XP: You may use Karmic Strike once per round. It deals your Strength - 2 damage.
L2 - 5 XP: Karmic Strike now happens at the same time as the [Offense] ability that you chose to counter, meaning that Karmic Strike does not suffer from any effects provoked by that [Offense]. For example, if you used Karmic Strike against against a Crippling Blow ability, Karmic Strike would still take effect. You would still be affected by the Paralyze [Status] Effect after the Karmic Strike functioned.
L3 - 10 XP: You may use Karmic Strike twice per round. Karmic Strike's damage is equal to your Strength.
L4 - 15 XP: You may use Karmic Strike three times per round. You gain access to the Hamedo ability.
L5 - 15 XP: Karmic Strike's damage is equal to your Strength + 2. You gain access to the One Strike, Two Cuts ability.
Hamedo - Action - [Defense] [Physical]
Hamedo functions as Karmic Strike, except that it only applies to [Physical] attacks, your damage is equal to your Defense + 4, and that the [Physical] [Offense] ability you are using Hamedo against is completely negated; you take no damage or suffer additional effects from it. You may use Hamedo once per round.
One Strike, Two Cuts - Action - [Defense] [Physical]
Once per round when you use Karmic Strike, you deal damage as though striking the opponent with two attacks. The other effects of Karmic Strike apply to One Strike, Two Cuts.

Interpose - Action - [Defense]
Rules: Target one sponsor to protect. All damage-dealing [Physical] [Offense] abilities directed at that target instead target you. You may only Interpose for one target at a time, and you may not end the effect; you must either use Interpose again to change to another target, or wait until your Interpose has shifted three successful [Offense] abilities from your target to you. The target of your Interpose cannot use Interpose on you.
L1 - 5 XP: You may use Interpose once per round.
L2 - 5 XP: Bide: Each time you are damaged by an ability shifted redirected to you due to your Interpose, you gain +2 Strength. This bonus lasts for the current Half.
L3 - 10 XP: You may use Interpose twice per round. Each time you are damaged by an ability shifted toward you due to your Interpose, you reduce the damage taken by -2 base damage.
L4 - 10 XP: Hidden Power: Each time you are damaged by an ability shifted toward you due to your Interpose, you gain +2 Intelligence. This bonus lasts for the current Half.
L5 - 5 XP: Aegis Stance: You may choose to apply Interpose against [Magical] [Offense] abilities, not just [Physical] ones (you make this decision when you declare Interpose). You may use Interpose three times per round.

Withstand - Action - [Defense]
Withstand affects you. Specify an [Offense] ability that you were damaged by, and the sponsor that used it against you. Withstand retroactively reduces the damage you suffered from that attack.
L1 - 15 XP: You may use Withstand once per round. You are considered to have had +4 Defense and +4 Resistance against the specified [Offense] ability.
L2 - 10 XP: You may use Withstand twice per round.
L3 - 10 XP: You are considered to have had +8 Defense and +8 Resistance against the specified [Offense] ability.
L4 - 10 XP: You may use Withstand three times per round.
L5 - 10 XP: You are considered to have had +12 Defense and +12 Resistance against the specified [Offense] ability.


Magic Missile - Starting Ability - Action - [Offense] [Magical]
One target takes damage equal to your Intelligence.

Black Magic - [Tree]
Rules: Each level of Black Magic represents a specific spell.
L1 - 5 XP: Horror - Action - [Offense] [Magical]
Target two sponsors. Horror deals damage equal to your Intelligence - 2 and inflicts the Fear [Status] Effect on each.
L2 - 10 XP: Bio - Action - [Offense] [Magical]
Target two sponsors. Bio deals damage equal to your Intelligence and inflicts the Poison [Status] Effect on each.
L3 - 10 XP: Black Sleep - Action - [Offense] [Magical]
Target one sponsor. Black Sleep deals damage equal to your Intelligence + 2, and inflicts the Sleep [Status] Effect.
L4 - 15 XP: Bestow Curse - Action - [Offense] [Magical]
Target one sponsor. Bestow Curse deals damage equal to your Intelligence + 4, and inflicts the Curse [Status] Effect.
L5 - 15 XP: Flare - Action - [Offense] [Magical]
Target one sponsor. Flare deals damage equal to your Intelligence + 6, but the target's Resistance does not apply against this damage.

Elemental Magic - [Tree]
Rules: Each level of Elemental Magic represents a specific spell. This ability encompasses damaging spells and powers from any "element."
L1 - 5 XP: Arcane Bolt - Action - [Offense] [Magical]
Target one sponsor. Arcane Bolt deals damage equal to your Intelligence + 2.
L2 - 10 XP: Fireshield - Action - [Defense] [Magical]
Fireshield
affects you. It persists for one hour, and against one specified ability used against you after that hour. Any sponsor that successfully damages you with any ability during that time takes damage equal to your Intelligence. Fireshield's damage ignores [Pre-Emptive] abilities.
L3 - 10 XP: Energy Blast - Action - [Offense] [Magical]
Target two sponsors. Energy Blast deals damage equal to your Intelligence + 4.
L4 - 15 XP: Mystic Retort - Action - [Offense] [Magical] [Status]
Target two sponsors and yourself. Mystic Retort deals damage to each target equal to your Intelligence. If any affected target then damages you, Mystic Retort automatically deals Intelligence + 2 damage again to the target. This second attack ignores [Pre-Emptive] abilities.
L5 - 10 XP: Elemental Fury - Action - 3 Sponsors - [Offense] [Magical]
Target three sponsors. Elemental Fury deals damage equal to your Intelligence + 6.

Tao Magic - [Tree]
Rules: Each level of Tao Magic represents a specific spell.
L1 - 10 XP: Yin Chi - Action - [Offense] [Magical] [Status]
Target two sponsors. You inflict the Blind [Status] Effect on each.
L2 - 5 XP: Yang Chi - Action - [Defense] [Magical] [Status]
Target one sponsor. You bestow the Rage [Status] Effect on him.
L3 - 15 XP: Siphon Chi - Action - [Offense] [Magical]
Target one sponsor. You deal damage to the target equal to [your Intelligence - the target's Strength], and you heal damage equal to 1/2 the damage you inflict. Healing granted by Siphon Chi is applied last, and only the highest amount of healing earned by a single casting of Siphon Chi is subtracted from your damage.
L4 - 10 XP: Suppress Chi - Action - [Offense] [Magical] [Status]
Target one sponsor. You deal damage equal to your Intelligence + 4, and you inflict the target with the Silence [Status] Effect.
L5 - 10 XP: Disrupt Chi - Action - 1 Sponsor - [Offense] [Magical] [Status]
Target one sponsor. You deal damage equal to your Intelligence + 6, and you inflict the target with the Paralyze [Status] Effect.

Geomancy - [Tree]
Rules: Each level of Geomancy represents a specific spell.
L1 - 10 XP: Binding Vines - Action - [Offense] [Magical]
Target one sponsor. Binding Vines deals damage equal to your Strength + Intelligence - 4 and inflicts the Entangled [Side] Effect.
L2 - 10 XP: Ice Storm - Action - [Offense] [Magical]
Target two sponsors. Ice Storm deals damage equal to your Strength + Intelligence - 6 and inflicts the Frozen [Side] Effect.
L3 - 15 XP: Magma Burst - Action - [Offense] [Magical]
Target three sponsors. Magma Burst deals damage equal to your Strength + Intelligence - 4 and inflicts the Burned [Side] Effect to each.
L4 - 10 XP: Earthquake - Action - [Offense] [Magical]
Target three sponsors. Earthquake deals damage equal to your Strength + Intelligence - 2 and inflicts the Shaken [Side] Effect.
L5 - 15 XP: Cyclone - Action - [Offense] [Magical]
Target one sponsor. Cyclone deals damage equal to your Strength + Intelligence + 4 and inflicts the Checked [Side] Effect.


Heal - Starting Ability - Action - [Defense] [Magical]
One target is Healed damage equal to your Intelligence.

White Magic - [Tree]
Rules: Each level of White Magic represents a specific spell.
L1 - 5 XP: Shell - Action - [Defense] [Magical] [Status]
Target two sponsors. Shell grants each the Screen [Status] Effect.
L2 - 5 XP: Protect - Action - [Defense] [Magical] [Status]
Target two sponsors. Protect grants each the Barrier [Status] Effect.
L3 - 10 XP: Regen - Action - [Defense] [Magical] [Status]
Target one sponsor. Regen bestows the Fast Healing [Status] Effect.
L4 - 15 XP: Reraise - Action - [Defense] [Magical]
Target one sponsor or NPC. Reraise does nothing when you immediately cast it, but after the target takes damage from any source, he automatically heals damage equal to your Intelligence + 4.
If you use a [Minigame] Action to cast Reraise on an NPC, you may restore him or her back to life. The NPC regains half his HP. Reraise may be cast on an NPC who has already died, as long as it is cast before he or she is announced as dead at the end of the Half.
L5 - 20 XP: Holy - Action - [Offense] [Magical]
Target one sponsor. Holy deals damage equal to your Intelligence + 12.

Counter Magic - [Tree]
Rules: Each level of Counter Magic represents a specific spell designed to thwart enemy magic-users.
L1 - 10 XP: Dispel - Action - [Defense] [Magical]
Target one sponsor. When you use Dispel, specify whether you wish to remove [Offense] or [Defense] Statuses; you must choose one or the other. All indicated [Status] Effects on the target will be removed. If the target has no applicable [Status] Effects affecting him at the time, Dispel fizzles. Dispel is considered a [Status] Effect for determining your reward for using it.
L2 - 10 XP: Counterspell - Action - [Defense] [Magical] [Pre-Emptive]
Target any [Magical] ability that you possess that is not a [Status] Effect. When that ability is next used, regardless of which sponsor cast it; your Counterspell triggers and negates that use of the ability.
Alternately, you can target a specific sponsor as well as the [Magical] ability. If that sponsor casts the selected spell, he suffers a Backlash and he loses -4 Intelligence for that Half.
Alternately, you can use Counterspell privately, using a Feint Action as normal. If you do so, Counterspell gains the [Private] tag, but no sponsor can know which spell you will negate.
L3 - 5 XP: Redirect - Action - [Defense] [Magical]
Redirect
affects you, changing the target of a [Magical] ability cast in that half to you. (You must indicate both the spell in question as well as the target sponsor and the ability's original target.) The target sponsor's Intelligence and your Resistance determine the parameters of the ability. You may use Redirect once per round.
L4 - 10 XP: Spell Turning - Action - [Defense] [Magical]
Target a [Magical] ability that has been cast in that Half. (You must indicate both the [Magical] ability in question as well as the target sponsor and the ability's original target. You may not choose a spell that targeted you.) The chosen spell's target changes to another sponsor of your choosing; you may not target yourself. You may use Spell Turning once per round.
Notes: If you use Spell Turning against a spell that targeted multiple sponsors, the spell is only partially redirected: you must choose one of those targets. That one target is unaffected by the [Magical] ability, and one target sponsor of your choosing is affected instead. The other targets of the original spell are affected as normal.
L5 - 15 XP: Wall - Action - [Defense] [Magical] [Status]
Target one sponsor. Wall grants the target the Reflect [Status] Effect.
Notes: Counterspell, Redirect, and Spell Turning do not function against spells that require 2 actions to cast. Any ability that targets another ability, not a sponsor (such as Counterspell), don't count against the Ability Cap.

Time Magic - [Tree]
Rules: Each level of Time Magic represents a specific spell.
L1 - 10 XP: Haste - Action - [Defense] [Magical] [Status]
Target one sponsor. Haste bestows the Quick [Status] Effect.
L2 - 10 XP: Slow - Action - [Offense] [Magical] [Status]
Target two sponsors. Slow inflicts each with the Latency [Status] Effect.
L3 - 5 XP: Foresight - Action - [Defense] [Magical]
Foresight
targets you, negating the next [Status] Effect targeting you. If the [Status] was attached to a damage-dealing [Offense] ability, such as the Poison attached to Poison Blade, you still suffer the attack's damage, but are not affected by the [Status] Effect. You may only use Foresight once per Half.
L4 - 15 XP: Demi - Action - [Offense] [Magical]
Target one sponsor. Demi deals damage to the target equal to his [Defense + Resistance], but it cannot exceed your Intelligence + 10. This damage ignores the target's Defense and Resistance for determining damage.
L5 - 15 XP: Stop - Action - [Offense] [Magical] [Status]
Target one sponsor. Stop inflicts the Timestop [Status] Effect.


Celerity - Trait
Rules: Celerity grants you a number of Bonus Actions indicated by your level.
L1 - 25 XP: Your action pool is increased by one bonus action per round.
L2 - 25 XP: Your action pool is increased by two bonus actions per round.
L3 - 25 XP: Your action pool is increased by three bonus actions per round.
L4 - 25 XP: Your action pool is increased by four bonus actions per round.
L5 - 25 XP: Your action pool is increased by five bonus actions per round.

Channel Spell - 2 Actions - [Offense] [Physical]
Rules: Target one sponsor. Channel Spell allows you to add a [Magical] ability that you possess to a physical attack, with the following limitations: you cannot choose a Geomancy spell, any [Defense] ability, or any spell that requires 2 actions to cast. This spell only affects the target of Channel Spell, regardless of how many sponsors it normally targets. Channel Spell's damage is equal to your Strength + the damage of the spell you chose.
Notes: Channel Spell is considered a [Physical] ability that deals [Magical] damage, meaning that it is considered to be [Physical] in determining if it hits and what abilities can resist or redirect it, but that its damage is opposed by Resistance, and any effects that reduce [Magical] damage.
L1 - 10 XP: You may use Channel Spell once per round.
L2 - 15 XP: You are considered to have Strength +2 and Intelligence +2 for your Channel Spell ability.
L1 - 10 XP: You may use Channel Spell twice per round.
L4 - 15 XP: You are considered to have Strength +4 and Intelligence +4 for your Channel Spell ability.
L1 - 10 XP: You may use Channel Spell three times per round.

Code of Honor - Action- [Minigame]
Rules: Target the allowed number of sponsors; Code of Honor includes yourself. It has no effect until the targets use Code of Honor on you as well, at which point you and the chosen sponsor (called "Allies" for the rest of this text) gain benefits depending on your respective levels in Code of Honor. Code of Honor may be used once per round. You gain access to Double Tech and Magic Sword.
L1 - 10 XP: Challenge: Your first [Offense] action taken against an Ally deals no damage and ignores all [Pre-Emptive] and [Defense] abilities, but still grants XP normally. Any additional [Offense] actions taken against an Ally has its normal effects.
L2 - 5 XP: Pact: Whenever a sponsor damages you or your Ally, your attacks against him or her are more powerful. You and your Ally's [Offense] abilities taken against such a target deal +1 base damage.
L3 - 5 XP: You may use Code of Honor twice per round. Up to three members may be Allies in the same Code of Honor. (Each member must spend a [Minigame] action to use Code of Honor on both other sponsors.) You may only be a member of one Code of Honor at a time.
L4 - 15 XP: You may use Double Tech twice per round. You deal +2 base damage when you are part of a Magic Sword ability.
L5 - 10 XP: Alliance: Once per round, when you use any [Magical] ability that heals damage on an Ally, that target's Resistance does not reduce this healing. When you target a sponsor with an [Offense] ability as per Pact, your abilities deal +2 base damage.
Double Tech
- Action - [Offense] [Physical] or [Magical]
Target two sponsors. Double Tech must be used in the following manner. First, you or your Ally must declare both targets of Double Tech and whether he will use his Strength or Intelligence in the Double Tech (whichever the first Ally chooses determines whether the Double Tech is [Physical] (if Strength) or [Magical] (if Intelligence). The second ally must, in that Half, post to confirm the Double Tech, and which statistic (Strength or Intelligence) he is using. Double Tech deals damage equal to both allies' chosen statistics added together + [both allies' levels in Code of Honor * 2]; each target takes half that damage, rounded down. (For example, if one ally with 8 Strength and 3 levels in Code of Honor joins a Double Tech with an ally who has 5 Strength and 5 levels, the base damage of Double Tech is 29 damage, so each target takes 14 damage.) Double Tech ignores [Pre-Emptive] abilities. Double Tech is never considered a spell, even if it is [Magical], and is unaffected by any spell in the Counter Magic [Tree].
Magic Sword - Action - [Offense] [Physical]
Target one sponsor. In order to use Magic Sword, one Ally must cast a [Magical] [Offense] ability and state that his target is his Ally's Magic Sword ability. (If the Ally's spell is redirected, Magic Sword Fizzles unless it targets that new target.) At any point after that in the same Half, the other Ally may declare a target to attack with Magic Sword. He deals damage to this target equal to his Strength + the damage of his Ally's spell. The ally's spell only affects the target of Magic Sword, regardless of how many targets the spell normally affects. Magic Sword is considered a [Physical] attack, but the target's Resistance, not Defense, is used to determine total damage.

Dexterity - Trait
Rules: Each level in Dexterity increases your Defense whenever you use it to determine the effects of your abilities.
L1 - 10 XP: You are considered to have +1 Defense when determining the damage of any of your abilities.
L2 - 15 XP: You are considered to have +2 Defense when determining the damage of any of your abilities.
L3 - 20 XP: You are considered to have +3 Defense when determining the damage of any of your abilities.
L4 - 25 XP: You are considered to have +4 Defense when determining the damage of any of your abilities.
L5 - 30 XP: You are considered to have +5 Defense when determining the damage of any of your abilities.

Enemy Skill - Action - [Minigame]
Rules: Target one NPC, and the Enemy Skill you wish to learn. Enemy Skills are obtained by targeting an NPC with any damage-dealing or healing ability; this "Provokes" the NPC. In the same post, you must specify which Enemy Skill you wish to acquire from the NPC you provoked. The number and type of Enemy Skills you can learn and use at a time is limited by your level in this ability. For example, the Enemy Skill "The Claw!" might be listed as "Level 3." This means that you must choose at as a level 3, 4, or 5 Enemy Skill; you cannot choose it at all if you only have level 2 in this ability, nor could you have two level 3 skills at once if you only have level 3 Enemy Skill. Once you have learned five Enemy Skills-- the limit-- you must drop one of them to learn another. If you do not specify which Enemy Skill you are removing, the oldest of the appropriate level will be removed. Unless a specific Enemy Skill specifies otherwise, you may only use any given Skill once per round per your level of Enemy Skill.
L1 - 15 XP: You may learn and use one Enemy Skill.
L2 - 15 XP: You may learn and use two Enemy Skills.
L3 - 15 XP: You may learn and use three Enemy Skills.
L4 - 15 XP: You may learn and use four Enemy Skills.
L5 - 15 XP: You may learn and use five Enemy Skills.

Iron Will - Trait
Rules: Each level in Iron Will increases your Resistance whenever you use it to determine the effects of your abilities.
L1 - 10 XP: You are considered to have +1 Resistance when determining the damage of any of your abilities.
L2 - 15 XP: You are considered to have +2 Resistance when determining the damage of any of your abilities.
L3 - 20 XP: You are considered to have +3 Resistance when determining the damage of any of your abilities.
L4 - 25 XP: You are considered to have +4 Resistance when determining the damage of any of your abilities.
L5 - 30 XP: You are considered to have +5 Resistance when determining the damage of any of your abilities.

Ki Power - Action - [Offense]
Rules: When you use any damage-dealing [Offense] ability, you may expend a use of Ki Power to enhance that ability. An attack enhanced by Ki Power has the following advantages:
That [Offense] ignores [Pre-Emptive] abilities that negate attacks, such as Dodge and Counterspell. [Pre-Emptive] abilities that do not negate attacks but have some other effect, such as Counter Stance, function as normal.
Evasion, Withstand, and similar [Defense] abilities that retroactively reduce damage do not function against your [Offense] ability boosted by Ki Power.
L1 - 10 XP: You may use Ki Power once per round.
L2 - 10 XP: [Offense] abilities enhanced by Ki Power cannot be retroactively redirected or negated by any ability, such as Spell Turning.
L3 - 10 XP: You may use Ki Power twice per round.
L4 - 15 XP: Your [Offense] ignores all [Defense] [Status] abilities affecting the target.
L5 - 10 XP: You may use Ki Power three times per round.

Mana Focus - Trait
Rules: Each level in Mana Focus increases your Intelligence whenever you use it to determine the effects of your abilities.
L1 - 10 XP: You are considered to have +1 Intelligence when determining the damage of any of your abilities.
L2 - 15 XP: You are considered to have +2 Intelligence when determining the damage of any of your abilities.
L3 - 20 XP: You are considered to have +3 Intelligence when determining the damage of any of your abilities.
L4 - 25 XP: You are considered to have +4 Intelligence when determining the damage of any of your abilities.
L5 - 30 XP: You are considered to have +5 Intelligence when determining the damage of any of your abilities.

Mimic - Action - (as Mimicked action)
Rules: Target one sponsor and any action that he took in the last 30 minutes. You perform that action, targeting that ability's original targets, even if you do not possess the ability used. You cannot Mimic abilities that require two actions to use, nor do you mimic any Traits the initial target sponsor may have applied to that ability, such as Potence. Your stats, not the ones of the initial sponsor, are used as the parameters for that Mimicked action.
L1 - 15 XP: You may use Mimic once per round.
L2 - 10 XP: Your skill with Mimicry is such that you may choose any ability cast in the last hour, not merely 30 minutes.
L3 - 15 XP: You may use Mimic twice per round.
L4 - 10 XP: You may choose to Mimic any allowed ability cast in that Half of the round, not merely the last hour.
L5 - 15 XP: You may use Mimic three times per round.

Potence - Trait
Rules: Each level in Potence increases your Strength whenever you use it to determine the effects of your abilities.
L1 - 10 XP: You are considered to have +1 Strength when determining the damage of any of your abilities.
L2 - 15 XP: You are considered to have +2 Strength when determining the damage of any of your abilities.
L3 - 20 XP: You are considered to have +3 Strength when determining the damage of any of your abilities.
L4 - 25 XP: You are considered to have +4 Strength when determining the damage of any of your abilities.
L5 - 30 XP: You are considered to have +5 Strength when determining the damage of any of your abilities.

Sleight of Hand - Action - [Offense] [Physical]
Rules: Target one sponsor. The target is subjected to multiple effects based on your level in Sleight of Hand. Sleight of Hand's effects are nonstackable (the same target cannot lose stats from multiple Steal Item uses, nor can you gain them from the same). You may choose not to use a certain feature of Sleight of Hand (for example, if you have level 4 of Sleight of Hand but did not specify which technique you wished to steal, then you would not get any; but features you did correctly specify function as normal) if you wish, but Sleight of Hand Fizzles if none of the features you chose to use successfully affected the target.
L1 - 10 XP: Steal Item: When you use Sleight of Hand, you choose to lower any target's statistic by 2 points, and these 2 points are added to your matching statistic. (If you use Steal Item to reduce the target's Strength by 2, your Strength increases by 2.) Steal Item is considered to affect base statistics; they cannot be recovered with Restoration or similar abilities. This effect lasts for for one round. You may use Sleight of Hand once per round.
L2 - 5 XP: Steal Heart: When you use Sleight of Hand, you inflict the Charm status on the target.
L3 - 15 XP: Steal XP: When you use Sleight of Hand, you gain bonus XP equal to 1 XP for every 5 XP more the target possesses (XP he has spent on abilities apply for this value), rounded down. For example, if the target has 53 more XP than you, you gain +10 XP. You may use Sleight of Hand twice per round.
L4 - 10 XP: Steal Technique: When you use Sleight of Hand, you may choose any ability of level 3 or lower that the target possesses. (If he has level 2 Power Attack, then you could use Steal Technique to obtain it, and use level 2 Power Attack. If he had it at level 5, however, you could not Steal it at all.) The target cannot use the specified ability, and you may use it at the level that the target possessed. You lose this ability and he regains it when you use the ability once, or when that current Half has elapsed.
L5 - 15 XP: Mug: When you use Sleight of Hand, you automatically deal damage as though you struck the target with a Sneak Attack. If you do not have Sneak Attack, Mug simply deals damage equal to your Strength.

Sneak Attack - Requires Sleight of Hand Level 1 - Action - [Offense] [Physical] [Private]
Rules: Target one sponsor. If Sneak Attack is successful, you deal damage as indicated by the level of Sneak Attack you possess.
Notes:
Sneak Attack's damage based is based on either your Strength or your Intelligence, whichever is higher. Despite that, it is always considered [Physical].
L1 - 10 XP: Your Sneak Attack deals damage equal to your [Strength or Intelligence] + 1 base damage.
L2 - 10 XP: Backstab: If the target meets one of two criteria, your Sneak Attack deals an addtional +4 base damage. The target must have used a [Defense] ability on you, or have used an [Offense] ability against you after you have already successfully targeted him with an [Offense] ability of your own. Your Sneak Attack deals damage equal to your [Strength or Intelligence] + 2 base damage.
L3 - 5 XP: Your Sneak Attack deals damage equal to your [Strength or Intelligence] + 3 base damage.
L4 - 10 XP: Betrayal: As Backstab, except that you may add the following criteria: the target must have used Interpose on another sponsor, or must be a member of an alliance through use of the Code of Honor [Minigame] ability. Your Sneak Attack deals damage equal to your [Strength or Intelligence] + 4 base damage.
L5 - 5 XP: Your Sneak Attack deals damage equal to your [Strength or Intelligence] + 5 base damage.

Cloak and Dagger - Requires Sneak Attack Level 2 - Trait- [Offense] [Physical] [Private]
Rules: All uses of Cloak and Dagger target two sponsors. You do not use Feint Actions with Cloak and Dagger, as the ability itself does not require actions to use. Whenever you use Cloak and Dagger, you may only choose one of its abilities (Cloak Dance, Unwanted Rival, or Treachery) per use.
L1 - 15 XP: Cloak Dance: You must designate one target as the "Attacker," and one as the "Defender." You may choose yourself as the Defender, but it is considered a use of the Imperfect Self rule. If the Attacker uses any [Offense] ability on the Defender, your Cloak Dance negates that attack (this negation is considered [Pre-Emptive]) and delivers a Sneak Attack to the Attacker. You may use Cloak and Dagger once per round.
L2 - 5 XP: Unwanted Rival: Target two sponsors, who must have used Rivalry on each other (and thus have entered the Raging Hatred status). You gain the benefits of Rivalry against both targets. Alternately, you can choose one sponsor who has used Rivalry, and choose yourself as the other party (this means you only get the benefits of Raging Hatred against that single target, however).
L3 - 10 XP: You may use Cloak and Dagger twice per round.
L4 - 15 XP: Treachery: Target two sponsors, who must have used Code of Honor on each other. You gain the benefits of this ability, as though you were also a member of their Code of Honor alliance. You gain access to Subversion.
L5 - 10 XP: You may use Cloak and Dagger three times per round.
Subversion - Action - [Offense]
When you use Treachery, you may also choose to Subvert the two targets' Double Tech or Magic Sword abilities. If the target members of Code of Honor use either ability, and you have used Treachery against them already, you may spend an action to use Subversion to change the target of their Double Tech or Magic Sword ability. They are still considered to be the original users of the ability for all purposes. As Subversion requires a public action, it reveals that you possess Cloak and Dagger.

Summoning - Action - [Special]
Rules: Choose one type of Summon each time you use Summoning. Summoned creatures cannot be targeted, and each action your summon takes is removed from your Action Pool. As you level up Summoning, every creature you summon becomes more powerful, increasing its single statistic and accessing new abilities.
Notes: The Action taken to use Summoning grants no XP, but the Summon's abilities give you XP as normal when they're used.
L1 - 20 XP: Summoning summons a Creature whose prime statistic is 8. (For example, a Strike Summon has 8 Strength.) A Summon can use its first tier of abilities (those indicated by '1.'). A summon may take three actions. You may use Summoning once per round.
L2 - 10 XP: You may use Summoning twice per round.
L3 - 15 XP: A Summon can use its second tier of abilities (those indicated by '2.'). The Summoned creature's prime statistic increases to 10.
L4 - 15 XP: You may use Summoning three times per round.
L5 - 20 XP: A Summon can use its third tier of abilities (those indicated by '3.'). The Summoned creature's prime statistic increases to 12.
The four different types of Summons are as follows:
Strike Summon
These are summons whose prime statistic is Strength. Strike Summons gain access to the following abilities:
1. Double Strike - Action - [Offense] [Physical]
Target two sponsors, one primary target and one secondary target. If Double Strike is successful, the primary target takes damage equal to the Strike Summon's Strength. Then the secondary target takes damage equal to the Strike Summon's Strength - 2. The damage to the secondary target ignores [Pre-Emptive] abilities.
2. Multiattack - Action - [Offense] [Physical]
Target three sponsors. All are considered Secondary targets. The first target takes damage equal to the Strike Summon's Strength + 2, the second takes damage equal to its Strength, and the third takes damage equal to its Strength - 2. All damage dealt by Multiattack ignores [Pre-Emptive] abilities.
3. Awesome Blow - Action - [Offense] [Physical]
Target one sponsor. The target of Awesome Blow takes damage equal to the Strike Summon's Strength, but the target's Defense does not apply against this damage. The target is inflicted with the Stunned [Side] Effect.
Guardian Summon
These are summons whose prime statistic is Defense. Guardian Summons gain access to the following abilities:
1. Damage Split - Action - [Defense] [Physical]
Target one sponsor who has been damaged in that Half, and you. Then, specify any of the abilities that has dealt that target damage. That ability is recalculated, splitting half the damage to the target of your Damage Split, and the other half to you (rounded up). If the damaging ability was [Physical], your Guardian Summon may resist the damage; otherwise your stats (if applicable) are used.
2. Battle Armor - Action - [Defense] [Physical]
Target two sponsors. Each target takes -6 base damage from the next damage-dealing [Offense] that targets him.
3. Reflective Carapace - Action - [Defense] [Physical] [Pre-Emptive]
Target one sponsor. When that sponsor is next targeted by any [Offense] ability, you negate that [Offense] and deal damage to the attacker. This damage from Reflective Carapace is equal to the Guardian Summon's Defense, and ignores [Pre-Emptive] abilities.
Mystic Summon
These are summons whose prime statistic is Intelligence. Mystic Summons gain access to the following abilities:
1. Lifebreak - Action - [Offense] [Magical]
Target one sponsor. That target takes damage equal to [the Mystic Summon's Intelligence - the target's Strength], and inflicts the target with the Wounded [Status] Effect. Resistance doesn't apply, and Lifebreak ignores [Defense] abilities.
2. Dark Whisper - Action - [Offense] [Magical]
Target two sponsors. Each target takes damage equal to the Mystic Summon's Intelligence, and is inflicted with the Fatigued [Side] Effect.
3. Mega Flare - 2 Actions - [Offense] [Magical]
Target four sponsors. Each target takes damage equal to the Mystic Summon's Intelligence + 4, and is inflicted with the Fear [Status] Effect.
Spirit Summon
These are summons whose prime statistic is Resistance. Spirit Summons gain access to the following abilities:
1. Linked Guard - Action - [Defense] [Magical] [Status]
Target two sponsors, one of which may include yourself. As part of the action to use Linked Guard, choose any [Defense] ability that you possess. Each target sponsor ("Partner") gains the effects of the [Defense] ability you selected. As a [Status] Effect, Linked Guard may be directly dispelled; if either partner is dispelled of Linked Guard, both lose its benefits. In addition, the next [Offense] ability to target either partner of Linked Guard, but not both, automatically targets both.
2. Shield of Faith - Action - [Defense] [Magical] [Status]
Target three sponsors. Each target takes -4 base damage from the next two damage-dealing [Magical] abilities that target him. As a [Status] Effect, Shield of Faith may be directly dispelled.
3. Mass Healing - Action - [Defense] [Magical]
Target three sponsors, which may not include yourself. Each target heals a number of points of damage equal to your Resistance.

Trap Card - Action - [Defense] [Magical] [Private]
Trap Card
may be played privately at any time. Target one sponsor. If that sponsor uses any [Offense] ability on you, you immediately deal him the damage indicated by your level of Trap Card. Even though Trap Card is a [Private] ability, if you announce publicly that you damaged an opponent with it (the typical syntax is, "Not so fast, (target)! You forgot about my Trap Card!"), you instead get the standard XP for taking a [Status] action, not a [Private] one. The damage from Trap Card ignores [Pre-Emptive] and [Defense] abilities.
L1 - 10 XP: Your Trap Card deals damage equal to your Intelligence + 2.
L2 - 10 XP: Light of Intervention: When you use Trap Card as a [Private] ability, indicate that you wish to trap any [Status] you have already used, and specify the target of that status (you may only choose one target). If that [Status] is dispelled or negated in any way, the sponsor who did so becomes the target of Trap Card's damage.
L3 - 10 XP: Your Trap Card deals damage equal to your Intelligence + 4.
L4 - 15 XP: Just Desserts: When you use Trap Card as a [Private] ability, indicate that you wish to trap any one specified [Defense] ability. When a sponsor (you need not choose the target ahead of time) uses the targeted [Defense] ability, he becomes the target of Trap Card's damage. The [Defense] ability applies to its target as normal, however.
L5 - 15 XP: Spellbinding Circle: The target of Trap Card's damage resists that damage with his lowest stat, unless his lowest stat is Resistance. This benefit only applies if you announce Trap Card publicly as described above. Your Trap Card deals damage equal to your Intelligence + 6.


Rules: The following rules and guidelines govern [Status] Effects:

[Side] Effects are unique in that they cannot be bought with XP, or used (they have no "Action" cost) directly. Instead, [Side] Effects can only be attached by other abilities (such as Magma Burst inflicted the Burned [Side] Effect).

Barrier - 15 XP - Action - [Defense] [Magical] [Status]
Target two sponsors. Each target takes -3 base damage from the next two damage-dealing [Physical] [Offense] abilities targeted at him.
Special: Spirit Armor : When you use Protect, each target takes -4 base damage from the next three damage-dealing [Physical] [Offense] abilities targeted at him.
Special: Corona: When you use Fireshield, the target takes -5 base damage from the next two damage-dealing [Physical] [Offense] abilities targeted at him, and deals damage as per Fireshield.

Blind - 10 XP - Action - [Offense] [Physical] [Status]
Target two sponsors. When each target uses his next [Defense] ability, the action fails with no effect.
Special: Darkness: Your use of Yin Chi inflicts both targets with Darkness. Darkness is identical to Blind, except that it lasts for one hour, causing all [Defense] actions taken by the targets to fail during that time. Darkness can still be dispelled as normal. Once Darkness ends (if it is not negated), the target is instead affected by Blind.

Charm - 15 XP - Action - [Offense] [Physical] [Status]
Target one sponsor. The sponsor affected by Charm cannot target you with [Offense] abilities of any sort during that Half. If you deal the Charmed sponsor any damage from any ability, the Charm effect is broken. You may only have one target Charmed at a time.
Special: Dominate: Your use of the Steal Heart ability instead inflicts the target with Dominate. You may force the Dominated target to use any ability that costs 1 action in a manner you deem fit. The normal rules of ability use apply. The target performs the specified action first when he next posts, except that Willpower and similar abilities that can remove Dominate take precedence. If the target does not post by the Half, he will perform a Dominated action then (whichever comes first); if the target does not have enough actions remaining at the end of the round to use the action his Dominator specified, his most recent action fizzles and he performs the Dominated action instead. Dominate fizzles if it is inflicted when the target has no actions. The Dominated action is performed automatically; the target need not post to declare it. If the target is affected by any ability that would cause Dominate to fizzle, Dominate will occur immediately, and then the ability affecting the target is considered. Finally, if a target is Dominated while another sponsor's Dominate is still in effect, the previous Dominate is negated.

Curse - 20 XP - Action - 1 Sponsor - [Offense] [Magical] [Status]
Target one sponsor. You prohibit the target from taking a certain course of action. You must state what you wish to punish the target for doing, and then provide a conditional way to remove the Curse.
The following rules are acceptable terms for a Curse: "You may not use an [Offense] ability of any sort on {specified sponsor}," or "You may not use a [Defense] ability of any sort on {specified sponsor}."
This conditional may be any combination of ability and target sponsor, such as "You must use Regen on me."
If the target performs the action prohibited by your Curse, he takes damage equal to your Intelligence + 5. This damage cannot be reduced, redirected, or negated, and Resistance does not apply. Curse remains in effect until dispelled, that round ends, or the target satisfies your conditional. If the target cannot perform the specified conditional (he does not possess the ability in question, for example), Curse fizzles.
Special: Blood Pact: Your use of Bestow Curse inflicts the target with Blood Pact. A target affected by Blood Pact cannot dispel or negate the Curse you have placed on him; only satisfying the conditional or waiting until the round ends will avoid the effects of the Curse.

Dark Fate - 25 XP - 2 Actions - [Offense] [Status]
Target one sponsor. At the end of the round, half the total damage he dealt to you, regardless of source, is immediately applied to him, with no ability allowed to reduce, redirect, or negate that damage. Damage that he dealt to you that was healed is included, but damage that you resisted or negated is not included. Dark Fate may only be used once per round. Dark Fate cannot be dispelled or negated by any ability.

Fast Healing - 20 XP - Action - [Defense] [Physical] [Status]
Target one sponsor. The target recovers 1 point of damage for each action he takes, regardless of what ability is chosen.
Special: Vigor: Your use of Regen grants Vigor, which causes the target to heal 2 points of damage per action taken, not 1.

Fear - 10 XP - Action - [Offense] [Magical] [Status]
Target two sponsors. Each target of Fear has his Ability Cap against you lowered to two actions, not three.
Special: Terrorize: Your use of Horror Terrorizes the targets. In addition to the normal effects of Fear, Terrorize causes each affected sponsor to deal -2 base damage with all abilities that target you.

Frenzy - 15 XP - Action - [Offense] [Physical] [Status] [Stat]
Frenzy affects yourself. It takes one hour for Frenzy to take effect once used. During this time, there is no gameplay effect. After that hour elapses, your Strength increases by 2 + your Defense stat. After this increase, his Defense is considered to be 0 Defense; these are a modification of his base statistics and cannot be altered as long as the Frenzy [Status] Effect is in place. The target of Frenzy is unaffected by any [Status] or [Side] Effects used against him while Frenzy lasts, except for Fast Healing, Frenzy, Rivalry, and Fatigue. Rage is always cumulative with Frenzy; the Strength gains stack.
Frenzy
lasts for that Half, or until the target of Frenzy uses four [Offense] abilities of any sort, or until the target of Frenzy has been successfully damaged by four [Offense] abilities.
If the target loses Frenzy due to the Half ending or by using four [Offense] actions, his Defense remains at 0 until the end of the round, and he gains the Fatigued [Side] Effect. Or if he lost Frenzy due to being damaged by four [Offense] abilities, or if Frenzy was Dispelled, his Defense returns to normal; but he is still Fatigued. Frenzy may be used once per round.

Latency - 15 XP - Action - [Offense] [Magical] [Status]
Latency targets two sponsors. Each target of treats his Strength as -1 and Defense as -2 for that round, or until Latency is dispelled. If a target is affected by Quick, Latency cancels it, so that the target is no longer effected by either [Status].
Special: Stall: Your use of Slow inflicts Stall instead. Each target treats his Strength as -2 and Defense as -4 for that round, or until Stall is dispelled. If you target Stall on a sponsor who benefits from the Quick [Status] Effect, Stall dispels Quick and replaces it with the Latency [Status] Effect.

Magic Circle - 20 XP - Trait - [Defense] [Status]
Affects yourself. Target a [Status] Effect that you have used, whether directly or as the result of another ability with an attached [Status] Effect. Attempts to dispel the targeted [Status] Effect instead negate Magic Circle first. Only after Magic Circle is dispelled can the original [Status] be removed in turn. You may use Magic Circle twice per round.

Quick - 15 XP - Action - [Defense] [Magical] [Status]
Target one sponsor. The target gains +2 Defense and may take one additional action at the end of that round. This bonus action is always taken last, and Fizzles if you take it and then Quick is later dispelled. If the sponsor is affected by Latency, Quick cancels it; so that the target is no longer affected by either [Status].
Special: Alacrity: When you use the Haste spell, the target gains the benefits of Alacrity. Alacrity increases the Defense gain to +4 Defense. If you target Alacrity on a sponsor who suffers from the Latency [Status] Effect, Alacrity dispels Latency and replaces it with the Quick [Status] Effect.

Paralyze - 10 XP - Action - [Offense] [Physical] [Status]
Target one sponsor. Paralysis prevents the target from using any [Physical] abilities. The actions simply Fizzle if the target attempts to use them. Paralyze lasts for one hour, or until dispelled.
Special: Hamstring: When you damage a target with Crippling Blow, you inflict the Hamstring status on him. Hamstring lasts for two hours, or until dispelled, and even if it is removed by either method, the target loses one action from his Action Pool.
Special: Disable: When you use Disrupt Chi to inflict a target with the Paralyze [Status] Effect, Disable allows you to Paralyze two sponsors, not one.

Petrify - [Offense] [Magical] [Status]
Target one sponsor. The target of Petrify can take no actions. Petrify ends when one hour has elapsed. Damage dealt to the target during this time deals +2 base damage. Any given target may only be Petrified once per round; any and all successive attempts to Petrify him fail.

Poison - 5 XP - Action - [Offense] [Physical] [Status]
Target one sponsor. Poison's target takes 1 point of damage every time he uses an action of any kind.
Special: Virus: When you damage a target with Poison Blade or Bio, you inflict the Virus status on him. Virus causes the target to take 2 points of damage every time he uses an action of any kind.
Special: Draino: When you damage a target with Poison Blade and Bio in the same post, you inflict the Draino status on him. Draino causes the target to take 3 points of damage every time he uses an action of any kind.

Radiation - 15 XP - Action - [Offense] [Physical] [Status]
Target one sponsor. Radiation causes the target to go into convulsions and lose one point from his highest statistic for every action he takes. Radiation lasts for that Half, at which point all stats lost are restored to normal.
Special: If you have the Plasma Fire Round Skill, Radiation is undispellable for one hour .

Rage - 15 XP - Action - [Defense] [Physical] [Status] [Stat]
Target one sponsor. The target is considered to have +2 Strength. Rage lasts for that Half, or until the target of Rage uses three [Offense] actions of any sort. Immediately after taking the third action, the target loses his Rage [Status] Effect and gains the Fatigued [Side] Effect.
Special: Fury: When you use Yang Chi on a target, the target becomes Furious and is considered to have +4 Strength. Fury lasts for that Half, or until the target of Fury uses four [Offense] actions of any sort. Immediately after taking the fourth action, the target loses Fury and gains the Fatigued [Side] Effect.

Reflect - 20 XP - Action - [Defense] [Magical] [Status] [Pre-Emptive]
Target one sponsor or yourself. Reflect redirects the next [Magical] ability targeted at the target of Reflect back at the sponsor who cast it. If the caster is an invalid target of the redirected [Magical] ability (such as if he tries to Reflect Reraise onto himself when he has already benefited from the Imperfect Self rule that round), it fizzles; the caster retains his action as though he had not cast the spell, and Reflect is not lost. The target of Reflect cannot target himself with any [Magical] abilities while Reflect is in place. You may only cast Reflect on yourself once per round, but it does not count against the Imperfect Self rule.
Notes: Reflect does not function against spells that require 2 actions to cast. If the spell had multiple targets, only the portion of the [Magical] ability suffered by the sponsor with Reflect is redirected back; the other targets are still affected normally.
Special: Spell Absorption: When you use Wall on a target, that target adds one bonus action to his action pool after Reflect successfully redirects a spell. The bonus action must be used in that round.

Rivalry - 10 XP - Action - [Status]
Target one sponsor. You deal +1 base damage and gain +2 XP whenever you damage your Rival with any ability. If the target of your Rivalry [Status] Effect uses Rivalry on you, you both enter Raging Hatred (see Special). Rivalry cannot be dispelled. You may use Rivalry once per round.
Special: Raging Hatred: Two sponsors affected by a mutual Raging Hatred bypass each other's [Pre-Emptive] abilities that negate attacks (such as Dodge and Wall). Each sponsor gains +2 base damage and +4 XP whenever he damages the target of his mutual Raging Hatred. The XP gain is retroactive for both members of Raging Hatred (the sponsor who first used Rivalry and attacked before Raging Hatred was established gains the additional 2 XP when XP is calculated).

Screen - 15 XP - Action - [Defense] [Magical] [Status]
Target two sponsors. Each target takes -3 base damage from the next two damage-dealing [Magical] [Offense] abilities targeted at him.
Special: Spellshield: When you use Shell, each target takes -4 base damage from the next three damage-dealing [Magical] [Offense] abilities targeted at him.
Special: Corona: When you use Fireshield, the target takes -5 base damage from the next two damage-dealing [Magical] [Offense] abilities targeted at him, and deals damage as per Fireshield.

Silence - 10 XP - Action - [Offense] [Magical] [Status]
Target one sponsor. Silence prevents the target from using any [Magical] abilities. The actions simply fizzle if the target attempts to use them. Silence lasts for one hour, or until dispelled.
Special: Stifled Breath : When you damage a target with Silencing Strike, you inflict the Stifled Breath status on him. Stifled Breath lasts for two hours, or until dispelled, and even if it is removed by either method, the target must expend one additional action when he uses his next [Magical] ability in that round.
Special: Stopspell : When you use Suppress Chi to inflict a target with the Silence [Status] Effect, Stopspell allows you to Silence one additional target at the same time.

Sleep - 15 XP - Action - [Offense] [Magical] [Status]
Target one sponsor. The target of Sleep can use no abilities of any kind, not even those which remove [Status] Effects. The target is affected by the Sleep [Status] until he takes at least 1 point of damage from any source, until Sleep is dispelled, or until one hour has elapsed.
Special: Nightmare: When you use Black Sleep to inflict a target with the Sleep [Status], Nightmare causes the target to suffer 5 points of damage upon removal of the status. Nightmare can be removed by dispelling Sleep, or when the sponsor is damaged by any [Offense] ability, or after one hour has passed. The damage from Nightmare cannot be reduced, redirected, or negated in any way.

Timestop - 20 XP - Action - [Offense] [Magical] [Status]
Target one sponsor. Timestop causes the target to spend one additional action every time he uses an ability of any sort. (For example, if the target of Timestop attempted to use Power Attack, he would expend three actions, instead of two.) Timestop lasts for that Half of the round.
Notes: Lost actions are considered to be "wasted"-- they grant no XP or any other award, but do not count towards Passive Burn and similar rules.
Special: Stasis: When you use Stop to inflict the Timestop [Status], Stasis prevents Timestop from being negated or dispelled by any means for one hour.

Willpower - 20 XP - Action - [Defense]
Willpower affects you. Willpower negates any one [Status] Effect currently affecting you. You may use Willpower once per round.
Notes: Willpower does require an action, and as such [Status] Effects that are based on the use of actions (such as Poison) take effect once before they are dispelled.

Wounded - 10 XP - Action - [Offense] [Physical] [Status]
Target one sponsor. The target of Wounded takes 1 point of damage every time he is affected by any ability. This damage cannot be reduced, negated, or redirected in any way, and is not resisted by any statistic.
Special: Trauma: When you use Flensing Strike to inflict the Wounded [Status] Effect, the wounds become Traumatic. Trauma cases the target to take 2 points of damage every time he is targeted by any ability.

Burned - [Side]
A Burned target suffers 4 damage whenever he takes his next action, regardless of what that action is. If he takes this action within one hour of being Burned, he instead suffers 8 damage.

Confused - [Side]
At any time during the same Half you inflicted Confused, you may switch the targets of any two actions the target of your Confused has already taken. Once you select those two targets, Confused is negated.

Checked - [Side]
A Checked target's Defense is considered to be 0 against the next damage-dealing [Offense] ability that targets him, and he does not benefit from any [Defense] abilities against that attack. Once the Checked target has been damaged by any such ability, the Checked [Side] Effect is removed.

Entangled - [Side]
An Entangled target must spend one additional action when he uses his next ability, regardless of what that ability might be.
Notes: Lost actions are considered to be "wasted"-- they grant no XP or any other award, but do not count towards Passive Burn and similar rules.

Fatigued - [Side]
A Fatigued target cannot benefit from any abilities that increase his Strength (such as Frenzy or Potence), and cannot use any bonus actions to his action pool he might possess (such as from Haste or Celerity). Fatigue lasts until the current Half of the round ends.

Frozen - [Side]
A Frozen target's actions are delayed for one hour, and take no effect until after that hour has elapsed. If a Frozen sponsor is struck by any damage-dealing [Offense] ability, he suffers +4 base damage, and any delayed actions immediately take effect at that point. Frozen is removed when the delayed actions take effect.
Notes: Actions taken during the last hour of a round, and thus do not take effect before the round ends, count for Passive Burn.

Seal - [Side]
Seal targets an ability, not a sponsor, directly. A sponsor affected by Seal loses access to a target ability, specified by the sponsor who inflicted the Seal [Side] Effect. A sponsor can only have one ability Sealed at a time; a second Seal [Side] Effect inflicted on him merely changes which ability is Sealed. Seal lasts for that Half.

Shaken - [Side]
A Shaken target deals -4 base damage with his next damage-dealing [Offense] or damage-healing [Defense] ability, whichever he uses first.

Stunned - [Side]
A Stunned target cannot adequately defend himself, and is considered to have -2 Defense and -2 Resistance for that Half of the round.