Archetypes, Assists, Quirks, Signatures

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Archetypes:

The Archetype is what amounts to a fighter’s first and biggest headline, containing the broad strokes of their place in any combat scene, and representing their brand of what they bring to a fight. Any character has only a single Archetype, which defines a significant amount of their core style and abilities, as well as informing others as to a great deal of what they’re putting on the table. The Archetype isn’t the sole decider of how a character fights, however, and every one of them is possible to play and customize in a variety of unique ways, letting any character have their own special twist on the broader specialization that first informs a reader about their style. Archetypes are publicly visible information, so that other combatants have a general idea of what it is that your character does, and what to expect.

Powerhouses:

Characters under a Powerhouse Archetype typically have a combat style that performs a specific way, very very well. Powerhouses innately have the most total capability of all Archetype classes, and are each built around a specific theme wherein they excel, but cannot assign Prime Quirks. This means that most of their power is built into the Archetype up front, allowing for Powerhouses to be easier to build, and a type of Archetype with "no wrong choices" in combat when it comes to their inherent abilities. Powerhouses are the ideal choice for making a character excel at something in a dramatic way, with a low barrier to achieving it.

All Star - The All Around Powerhouse

Minor bonus to Power, Precision, Endurance, and Mitigation.
Your passive Hype gain is increased by 1.
You begin each battle with 2 Hype instead of 0.
Your passive Drive gain is increased by 5.
Your maximum HP is increased by 60.

Unstoppable - The Power Powerhouse

You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.
Moderate bonus to Power.
All attacks you make gain the effect of a free Attack I Push.
Consistent Attacks:
A Close Call deals a Superior amount more damage.
A Solid Hit deals a Significant amount more damage.
Efficient Attacks:
No Minor penalty to Power and Precision.
You gain 1 Hype.
Dramatic Attacks:
The free Attack I Push becomes Attack II.

Inerrable - The Precision Powerhouse

You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.
Moderate bonus to Precision.
All attacks you make that Miss are rerolled. This can only happen once per attack.
All attacks you make that initially score a Critical Hit deal a Major amount more damage.
Forceful Attacks:
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a Major amount more damage.
Minor bonus to Power.
Efficient Attacks:
The attack has a 20% chance to upgrade one Hit Level.
The attack costs 1 less Drive.
Dramatic Attacks:
Apply a Moderate Debuff to both Power and Precision for 1 turn.

Immovable - The Endurance Powerhouse

You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.
All attacks made against you deal 20 less damage.
Moderate bonus to Endurance.
Maneuver Defenses:
If you take a Critical Hit, it has a 70% chance of downgrading to a Solid Hit.
You have a 30% chance of gaining 1 Hype.
Moderate bonus to Endurance.
Bolster or Focus Defenses:
Moderate bonus to both Power and Precision on your next attack.
Rally Defenses:
You heal 15% of the damage you take from the attack.

Untouchable - The Mitigation Powerhouse

You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.
All attacks made against you have a 25% chance to downgrade one hit step.
Moderate bonus to Mitigation.
Guard Defenses:
You reduce the damage of a Close Call by a Superior amount, or a Solid Hit by a Solid amount.
Bolster or Focus Defenses:
You gain 3 Drive.
Rally Defenses:
You gain 1 Hype.

Destroyer - The Offensive Powerhouse

Solid bonus to both Power and Precision.
Your passive Drive gain is increased by 3.
Forceful Attacks:
The attack gains the effect of a free Attack I Push.
Consistent Attacks:
The attack has a 50% chance to upgrade one Hit Level as long as it doesn't Miss.
The attack deals a Solid amount less damage.
A natural Critical Hit gains a Significant bonus to Power.
Efficient Attacks:
The attack costs X less Drive, where X is the level of the attack.
Minor bonus to both Power and Precision.
Dramatic Attacks:
The attack's chance to generate Hype is doubled.
Minor bonus to both Power and Precision.

Survivor - The Defensive Powerhouse

Solid bonus to both Endurance and Mitigation.
Your maximum HP is increased by 60.
Guard Defenses:
Reduce the damage you take by 20.
You heal 30 HP on a Miss.
Maneuver Defenses:
You take a Major amount less damage from a Close Call.
You take a Solid amount less damage from a Solid Hit.
You take a Moderate amount less damage from a Critical Hit.
You heal 10 HP on a Miss.
Bolster or Focus Defenses:
You gain 7 Drive.
Rally Defenses:
Minor bonus to Power, Precision, Endurance, and Mitigation.

Aspirant - The Self-Strengthening Powerhouse

Forceful Attacks:
Solid bonus to Power for the rest of the fight.
Can stack once.
Consistent Attacks:
Solid bonus to Precision for the rest of the fight.
Can stack once.
Efficient Attacks:
Your attacks cost 4 less Drive for the rest of the fight.
Can stack once.
Dramatic Attacks:
Your have a 150% chance to gain Hype after your defense for the rest of the fight.
Can stack once.
Guard Defenses:
Solid bonus to Endurance for the rest of the fight.
Can stack twice.
Maneuver Defenses:
Solid bonus to Mitigation for the rest of the fight.
Can stack twice.
Bolster Defenses:
Solid bonus to Power for the rest of the fight.
Cannot stack.
Focus Defenses:
Solid bonus to Precision for the rest of the fight.
Cannot stack.
Rally Defenses:
You gain 5 more Drive after your defense for the rest of the fight.
Cannot stack.

Demoralizer - The Malus Powerhouse

All attacks you make increase the cost of using Cure by 1 for the target's turn.
Any attack you make that brings an opponent to 10% or less of their maximum HP, or attacks you make on opponents at less than 20% HP, automatically trigger a free Coup de Grace Push.
Moderate bonus to Precision.
Minor bonus to both Endurance and Mitigation.
Forceful Attacks:
The attack gains the benefits of a free Venom II Push.
Consistent Attacks:
The attack gains the benefits of a free Deplete II Push.
Efficient Attacks:
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.
Moderate penalty to both Power and Precision.
Dramatic Attacks:
The attack gains the benefits of a free Break II Push. If there is no effect, it drains 1 Hype instead, which can exceed your maximum by one point.

Hero - The Drive Powerhouse

Your maximum Drive is increased to 120 and you begin each battle with 90 Drive.
Your passive Drive gain is increased by 10.
Light Attacks:
The attack costs 0 Drive instead of -5 Drive.
Solid bonus to both Endurance and Mitigation on your next defense.
Standard - Heavy Attacks:
The attack costs 1 - 2 less Drive.
Moderate bonus to the attack.
Deadly - Finishing Attacks:
Pay an additional 7 - 10 Drive.
Significant bonus to both Power and Precision.

Arsenal - The Hype Powerhouse

You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.
Your maximum Hype is increased to 20.
Your passive Hype gain is increased by 3.
As long as you use a Push before each attack and defense, you gain a Minor bonus to both Power and Precision on those attacks, and a Minor bonus to both Endurance and Mitigation on those defenses.

Immortal - The Regeneration Powerhouse

You heal a Major amount of the damage you take from all attacks.
Your maximum HP is increased by 100.
Guard or Maneuver Defenses:
You heal an additional Major amount of the damage you take from the attack.
Bolster or Focus Defenses:
You heal a Major amount of the damage you deal on your next attack.
Rally Defenses:
You heal 25 HP.

Icon - The Team Powerhouse

Minor bonus to Power, Precision, Endurance, and Mitigation.
Support:
Your passive Drive gain is increased by 6.
You have a 120% chance of generating Hype in addition to your passive Hype gain.
Guard, Maneuver, Focus, and Bolster Defenses:
Moderate bonus to the Defense.
Rally Defenses:
Gain 4 more Drive.

Aegis - The Protective Powerhouse

Moderate bonus to Endurance.
Your maximum HP is increased by 60.
You have a 50% chance of resisting one status effect applied to you each turn, starting from the most powerful.
Support:
You take a Superior amount less damage from all attacks.
Rally Defenses:
A Superior amount of the damage all of your support targets take is dealt to you instead.
All status effects that would be inflicted on support targets are inflicted on you instead.

Panacea - The Healing Powerhouse

Finishing Dramatic Attacks:
You deal no damage.
Your support target heals 25% of their maximum HP.
Can only trigger once. Consumes the once per fight use of Second Wind.
Support:
The Cure, Recharge, Repair, or Recover Push costs 1 less Hype for you to use, once per turn.
Heal a Moderate amount of your maximum HP after defending.
Moderate bonus to Endurance.

Specialists

Characters under a Specialist Archetype generally have a core combat focus, but significantly more flexibility in how they go about using it, gaining the use of a new, Archetype-specific resource that lets them control how power their abilities turn by turn. Specialist Archetypes allow for more freedom in expression with greater significance on turn to turn decisions, and for more significant customization by allowing the character to equip a Prime Quirk and benefiting from many Quirks and Signatures in a more synergistic way. However, playing a Specialist Archetype expects a certain level of basic game sense, and may be unrewarding without it, and thus should be for those who are reasonably comfortable with combat mechanics and enthusiastic about customizing their character further.

Paragon - The Versatility Specialist

Minor bonus to Power, Precision, Endurance, and Mitigation.
Once you deal damage equal to 25% or more of an enemy's maximum HP or 33% with a Critical Hit, without a Finishing attack, you gain a Power Badge.
Once you take damage equal to 15% or less of your maximum HP, from an attack that isn't a Miss or Light attack, you gain an Endurance Badge.
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.
Once you've spent at least 8 Hype, you gain a Hype Badge.
You can only have one of each Badge at a time. Fighting multiple opponents divides each Badge and its bonus into as many fractions as you have opponents, gaining one fraction instead of one Badge.
Power Badge:
You deal a Solid amount more damage with all attacks.
Precision Badge:
You deal a Superior amount more damage on Solid Hits and Critical Hits.
Endurance Badge:
You take a Solid amount less damage from all attacks.
Mitigation Badge:
You take a Major amount less damage from Close Calls and gain 5 Drive when your opponent Misses.
Hype Badge:
Your attacks have an additional 160% chance to generate Hype.

Demolisher - The Power Specialist

Significant bonus to Power.
Moderate penalty to Precision.
Minor penalty to both Endurance and Mitigation.
After your attacks, you gain Smash. The amount of Smash you gain is equal to the percentage of your opponent's maximum HP you dealt in damage, minus 8, with a minimum of 3 Smash.
Your maximum Smash is 50.
Forceful Attacks:
Spend 4 Smash times the level of attack. You gain a 35% chance of gaining Hype per Smash spent this way.
Consistent Attacks:
Spend 6 Smash times the level of attack. You gain a Minor bonus split between Power and Precision, and the attack's damage is increased by 5 per 3 Smash spent this way. Remaining Smash less than 3 is not spent.
Efficient Attacks:
Spend 2 Smash times the level of attack. You gain 1 Drive per Smash spent this way.
Dramatic Attacks:
You gain 1 additional Smash. No Smash is spent.

Assassin - The Precision Specialist

Significant bonus to Precision.
Moderate penalty to Power.
Minor penalty to both Endurance and Mitigation.
You naturally have access to the Perfect Strike Signature and it does not use up your Signature slot. You may not equip the Perfect Strike Signature otherwise. Your natural Perfect Strike is activated when you use a Consistent attack.
You begin each battle with a Plan. Each time your attacks result in a Solid Hit, your Plan advances one Step. Each time your attacks result in a Critical Hit, your Plan advances two Steps.
Upon achieving each Step of your Plan you immediately gain the benefit of the Step or Steps.
Step 1:
You have a Solid bonus to Precision as long as you are at Step 1.
Step 2:
Your attack depletes the opponent's Drive by 5.
Step 3:
Your next defense has a 150% chance of generating Hype.
Step 4:
You gain 5 Drive.
Step 5:
You regain 2 Targeting Points.
The next time you launch an attack of Level 3/Heavy or higher, it gains a Superior increase to its damage and you reset to Step 1.

Juggernaut - The Endurance Specialist

Significant bonus to Endurance.
Moderate penalty to Mitigation.
Minor penalty to both Power and Precision.
At the end of each of your defenses, you build up Steam. The amount of Steam you gain is equal to 125% of the percentage of your HP you ended your defense with, plus 50.
Your maximum Steam is 500.
Steam:
As your Steam crosses total thresholds, you gain stacking bonuses.
At 25/125/225/325/425 Steam, you gain a 50% chance to gain Hype on each attack.
At 50/150/250/350/450 Steam, you gain a Minor bonus to Endurance.
At 75/175/275/375/475 Steam, you gain a Minor bonus to Power.
At 100/200/300/400/500 Steam, your passive Drive gain is increased by 2.

Ace - The Mitigation Specialist

Significant bonus to Mitigation.
Moderate penalty to Endurance.
Minor penalty to both Power and Precision.
You naturally have access to the Uncanny Reflex Signature and it does not use up your Signature slot. You may not equip the Uncanny Reflex Signature otherwise. Your natural Uncanny Reflex is activated when you use a Maneuver defense.
When an attack against you results in a Close Call, you gain an Opening. When an attack against you results in a Miss, you gain two instead.
You can store a maximum of 5 Openings.
Opening:
When using any defense except the Rally defense, you expend all Openings you have stored, up to a maximum of 4 per defense.
Consuming multiple Openings causes the effects of a defense to stack, once per Opening.
Guard Defense:
If the attack is a Close Call, its damage is reduced by a Major amount.
If the attack is a Miss, you gain 10 Drive instead.
Maneuver Defense:
You gain a Solid bonus to Mitigation.
You gain 2 Drive.
Bolster Defense:
You gain 6 Drive.
You gain 1 Hype.
Focus Defense:
You regain an Evasion Point.
You gain 1 Hype.

Blaster - The Offense Specialist

Moderate bonus to both Power and Precision.
Moderate penalty to both Endurance and Mitigation.
Your passive Drive gain is increased by 3.
Your maximum HP is decreased by 50.
Each time you attack, you have the potential to gain a Blast Point. For each 9% of the opponent's maximum HP the attack damages, you gain a Power Blast Point, and if it is a Solid Hit or Critical Hit, you gain a Precision Blast Point, or three for a Critical Hit.
You have a maximum of 9 of each type of Blast Point.
Blast Points:
When using certain attacks, you expend Blast Points. Each attack will spend as many Blast Points as possible, up to a maximum of 4.
Forceful Attacks:
Consumes Power Blast Points. For each point consumed, gain a Moderate bonus to Power and 2 Drive.
Consistent Attacks:
Consumes Precision Blast Points. For each point consumed, gain a Moderate bonus to Precision and 50% chance to gain Hype.
Efficient Attacks:
Consumes Blast Points evenly. For each point consumed, gain 2 Drive and 1 Hype.

Sentinel - The Defense Specialist

Moderate bonus to both Endurance and Mitigation.
Minor penalty to both Power and Precision.
Your passive Drive gain is decreased by 1.
Each time you are attacked, you generate Grit. The amount of Grit you gain is equal to one tenth of the damage taken rounded down, or five times the level of the attack. Whichever is greater. While you have Armor HP, the latter is six times the level of the attack instead.
Your maximum Grit is 50.
Grit:
When using certain defenses, you expend Grit. Each defense will spend as much Grit as possible, up to a maximum amount of 30 Grit, leaving all Grit it cannot spend.
Guard Defense:
For every 2 Grit expended, convert 5 of your normal HP to 5 Armor HP. Peril HP is instead restored to normal.
Maneuver Defense:
For every 1 Grit expended, your Shield HP recharge increases by 3 for that turn.
If you have no Shield HP after defending, for every 1 Grit expended, you gain 2 Shield HP.
Bolster Defense:
For every 5 Grit expended, gain 1 Hype.
Focus Defense:
For every 10 Grit expended, heal 35 HP.
Rally Defense:
For every 5 Grit expended, you gain 3 more Drive.

Overcharged - The Powerup Specialist

After each time you complete both an attack and a defense, you advance one Stage along your Power Track. You begin each battle at your Base Stage.
Power Track:
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.
Base:
Minor bonus to Power, Precision, Endurance, and Mitigation.
Your passive Drive gain is increased by 1.
Super:
Minor bonus to both Power and Precision.
All of your attacks have a 75% chance to generate Hype.
Mega:
Minor bonus to both Power and Precision.
You gain 6 Drive, once.
Hyper:
Reinforce your Signature, once.
Ultra:
You gain 7 Hype, once.

Dominator - The Control Specialist

Moderate bonus to Precision.
You begin each battle with 40 Control. After each defense, you gain 15 Control.
Your maximum Control is 100.
When you spend Control through a Push, both the cost and effect are multiplier by the tier of Push.
Consistent Attacks:
Significant bonus to Precision.
All of the attack's damage is dealt as Fade HP.
You have a 250% chance to gain Control, multiplied by the attack's level.
Forceful Attacks:
Half of the attack's damage is dealt as Peril HP.
You have a 125% chance to gain Control, multiplied by the attack's level.
Efficient Attacks:
The attack's Drive cost isn't reduced.
The target loses 2 - 3 - 5 Drive on a Close Call - Solid Hit - Critical Hit.
The target has a 45% - 65% - 110% chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.
Dramatic Attacks:
The attack's Drive cost is increased by its level plus one.
The target has a 25% chance to lose Hype for every 3% - 4% - 6% of their maximum HP dealt by a Close Call - Solid Hit -Critical Hit.
If the attack results in a Miss, gain 1 Hype.
Guard Defense:
You expend 10 Control.
The attack's damage is reduced by 20.
Maneuver Defense:
You expend 10 Control.
You heal a Significant amount of the damage you take from the attack.
Rally Defense:
You expend 15 Control.
You gain 2 Hype.
You gain 4 Drive.
Break Push:
You expend 5 Control.
The attack deals 35 more damage.
The target's Cure and Recover Pushes cost 1 more Hype until after your next attack.
Debuff Push:
You expend 10 Control.
The target's next two attacks against you deal 10 less damage, and your next two attacks against the target deal 15 more damage.
Exhaust Push:
You expend 5 Control.
The target loses 2-3 Drive.
Damage Over Time Push:
You expend 10 Control.
You heal a Moderate amount of the damage of your next two attacks.
Tear Push:
You expend 5 Control.
The amount of Peril HP you inflict is increased by a Major amount.
Jolt Push:
You expend 5 Control.
The amount of Fade HP you inflict is increased by a Superior amount.
Coup de Grace Push:
You must expend 10 Control to use the Coup de Grace X Push successfully.

Hot Blooded - The Drive Specialist

Your passive Drive gain is increased by 5.
Moderate bonus to Power.
Whenever you spend Drive, you gain an equal amount of Heat, plus 20.
When you regain Drive, you lose half that much Heat. Losing Drive through a Deplete or Siphon effect or similar counts as spending.
Your maximum Heat is 60. Gaining Heat can exceed this cap, but any excess Heat over the cap will be removed after defending. Heat can be negative.
Heat:
When you use an Efficient Attack, you spend Heat up to the highest multiple of 3 or 5 that you have.
For every 3 Heat you spend, the attack's damage adjustment is increased by a Minor amount.
For every 5 Heat you spend, the attack's basic accuracy is increased by a Minor amount.
When you use a Rally Defense, you spend Heat up to the highest multiple of 4 you have.
For every 4 Heat you spend, you gain 1 Drive. Because you are recovering Drive, the amount of Heat you lose is effectively double.

Assists:

The Assist is the part of a character's Mantle that embodies how they function when fighting as part of a team, as the ensemble nature of MCM often includes. An Assist doesn't personally empower a character, but represents the contribution they bring to a larger battle when fighting for one side, and how their particular style and methods benefit their allies. The character's Chosen Assist is a bonus that, when the character joins a Party, is applied to all other members of the Party. All Assists stack with all other Assists.

Armorer:

All teammates gain 40 Armor HP.

Blocker:

All teammates gain a Solid bonus to Endurance.

Charger:

All teammates gain a Solid bonus to Power.

Conspirator:

All Teammates apply 6 Moderate Burn stacks with their attacks.

Disruptor:

All teammates deal a Major amount of extra damage as Fade HP with their attacks.

Encourager:

All teammates increase their maximum HP by 90.

Healer:

All teammates heal a Solid amount of the damage they take from attacks.

Interceptor:

All teammates gain a Solid bonus to Mitigation.

Leader:

All teammates have a 425% chance to gain Drive on each defense.

Oppressor:

All teammates have a 375% chance to deplete Drive with their attacks.

Originator:

All teammates have a 75% chance to gain Hype on each attack and defense.

Provoker:

All teammates deal a Significant amount of extra damage as Peril HP with their attacks.

Reclaimer:

All teammates Reinforce the first time they use the Rally defense.

Shielder:

All teammates gain 80 Shield HP.

Spotter:

All teammates gain a Solid bonus to Precision.

Quirks:

Quirks represent the personalized form that each Archetype takes in the hands of any given character. Used in addition to a character’s core Archetype, they allow the player to create an individualized stamp that sets their character apart from others that might have the same basic strokes. A character can use multiple Quirks at a time, and change them relatively freely to best suit their state of preparation. They compound not only on the Archetype, but on each other as well. Certain Quirks are designated as Prime Quirks, which a character can equip a much more limited number of. Prime Quirks are more powerful than other Quirks, but their effectiveness will vary depended on how suited they are to the character and how well they are used, so some reasoning should be used before equipping them.

Offensive Quirks:

Offensive Quirks aid the character in dealing damage, some way or another. Stat boosts can be great for rounding out an offensively weak character, or compounding a heavy damage dealing specialist’s basic attack. Effects that change the Hit Levels of attacks can shore up, or take advantage of, accuracy gaps, and others can take advantage of the character's defensive abilities to power their offense. Flat damage boosts are a great help to characters who struggle to deal damage or generate Drive for larger attacks, and discounts to offensive Pushes help conserve Hype while keeping up offensive pressure. Dealing damage with special HP types can be gained from Quirks to augment Pushes or other features, or save Hype and room.

Aim Assist:

The first time you Miss with a level 2/Standard or higher attack, the attack is rerolled once and deals half damage.

Beat Stick:

When you attack, for every full percentage point more than 5% of the opponent's maximum HP the damage dealt, increase the final damage of the attack by 1. You have a 150% chance to gain Drive on a Critical Hit instead.

Berserk:

When you drop to 75% HP, you gain a Moderate bonus to Power and a Minor penalty to Precision.
When you drop to 50% HP, you gain a Significant bonus to Power and a Moderate penalty to Precision.
When you drop to 25% HP, you gain a Superior bonus to Power and a Solid penalty to Precision.

Deadly Aura:

All of your attacks deal 13 more damage.

Destructive Energy:

Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs 1 less Hype to use.

Erosion:

You deal a Moderate amount more damage to targets under an Endurance or Mitigation Debuff, and take a Moderate amount less damage to targets under a Power or Precision Debuff.

Exploitation

The accuracy of your attacks is slightly increased. The lower the randomly generated accuracy of the attack, the less it is increased, and vice versa. This increase cannot prevent Misses.
Your passive Drive gain is reduced by 1.

Exsanguination:

You deal 8% more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.

Feedback Loop:

All damage you deal is increased by a Moderate amount.
When your attacks deal no damage, you gain 1 Hype.

Keen Eye I:

Moderate bonus to Precision.

Keen Eye II:

Solid bonus to Precision. Minor penalty to Power.

Keen Eye III:

Significant bonus to Precision.
Minor penalty to both Endurance and Mitigation.

Last Word:

When at 25% or less of your maximum HP, you gain a Superior bonus to Forceful and Consistent attacks.

Maximized Strike:

Your Deadly and Finishing attacks deal a Significant amount more damage.
Minor bonus to Power.

Mighty Blows I:

Moderate bonus to Power.

Mighty Blows II:

Solid bonus to Power.
Minor penalty to Precision.

Mighty Blows III:

Significant bonus to Power.
Minor penalty to both Endurance and Mitigation.

Murderous Intent:

Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs 1 less Hype to use.

Professional:

The accuracy of attacks you make is somewhat closer to average. The higher or lower the randomly generated accuracy of the attack, the more it gravitates towards the middle. This normalization does not apply to extremely low or high random accuracy results.
Minor bonus to Precision.

Rage:

When you drop to 75% HP, you gain a Minor bonus to your attacks.
When you drop to 50% HP, you gain a Solid bonus to your attacks.
When you drop to 25% HP, you gain a Significant bonus to your attacks.

Shockwave:

When you attack and you score a Close Call or Miss, convert some of the opponent's HP to Peril HP. The more of a Precision advantage you have, the more Peril HP is inflicted, twice as much for Misses.

Toxicity:

You gain a Moderate bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.

Venomous Touch:

Your attacks convert an amount of your opponent's HP to Fade HP equal to an Extreme amount of the damage they deal.
Minor penalty to both Power and Precision.

Withering Strikes:

Your attacks convert an amount of your opponent's HP to Peril HP equal to a Massive amount of the damage they deal
Minor penalty to both Power and Precision.

Walking Fire:

Whenever you initially score a Miss, the attack is rerolled once.
Minor penalty to Precision.

Offensive Prime Quirks

Certain Kill:

Your attacks that initially score a Critical Hit deal a Superior amount more damage.
15% chance to upgrade your Close Call attacks to Critical Hits.
Minor bonus to Precision.

Collateral Damage:

When your attack results in a Miss, you still deal damage, using a Major portion of the attack's original base power.
Your Close Calls deal a Major amount more damage.

Deathblow:

All Close Calls you take give you a Significant bonus to Power on your next attack.
All Misses you take give you a Superior bonus to Power on your next attack.

Joust:

All Solid Hits you take give you a Major bonus to Precision on your next attack.
All Critical Hits you take give you a Superior bonus to Precision your next attack.

Predictive Targeting:

When your attack results in a Miss, it has a 30% chance to become a Close Call instead.
When your attack results in a Close Call, it has a 15% chance to become a Solid Hit instead.

Overwhelm:

Add a Massive portion of your Power to your Precision.
Add a Massive of your opponent's Endurance to their Mitigation while you are attacking them.

Riposte:

All Close Calls you take give you a Significant bonus to Precision on your next attack.
All Misses you take give you a Superior bonus to Precision on your next attack.

Rout:

When you attack, for each full percentage point more than 8% of the opponent's maximum HP the damage dealt, increase the final damage of the attack by 2.
You have a 225% chance to gain Drive on a Critical Hit instead.

Thousand Cuts:

Whenever your attacks deal damage less than 20% of the target's max HP before their damage is reduced by any flat amount, their damage is increased by one third the amount it would take to reach 20% of the target's max HP.

Trade:

All Solid Hits you take give you a Major bonus to Power on your next attack.
All Critical Hits you take give you a Superior bonus to Power your next attack.

Trick Shooting:

Whenever your attack results in a Miss, the attack is rerolled once at 75% damage.
Your Close Call attacks deal a Major amount less damage.

Defensive Quirks:

Defensive Quirks are those that primarily serve to keep a character up and fighting. Stat bonuses can shore up weak defenses, including evening out those that have been traded in for higher attack power, as well as help support the specialization of a defense heavy character. Some can alter the Hit Levels of enemy attacks to the character's favor, while others can provide buffers against heavy damage, or static damage reductions to dramatically lessen small damage. Access to defensive special HP can be found here as well, and can be stacked to alter a character's build significantly, as well as steady healing and Hype savers on defensive Pushes, allowing them to be maximized and preserved while conserving Hype.

Ablative Armor:

The first time you take damage more than 25% of your maximum HP from an attack, half of the attack's damage in excess of 20% of your maximum HP is negated.

Barrier Field I:

You gain 50 maximum Shield HP.

Barrier Field II:

You gain 75 maximum Shield HP. Minor penalty to Endurance.

Barrier Field III:

You gain 100 maximum Shield HP.
Minor penalty to both Endurance and Mitigation.

Bunker Down:

All damage you take is reduced by a Moderate amount.
When an attack deals no damage to you, you gain 3 Drive.

Caution:

When you drop to 75% HP, you gain a Minor bonus to your defenses.
When you drop to 50% HP, you gain a Solid bonus to your defenses.
When you drop to 25% HP, you gain a Significant bonus to your defenses.

Combat Suit:

Trade 120 of your normal HP for 120 Armor HP.
Minor penalty to both Endurance and Mitigation.

Expert:

The accuracy of attacks against you is made somewhat closer to average. The higher or lower the randomly generated accuracy of the attack, the more it gravitates towards the middle. This normalization does not apply to extremely low or high random accuracy results.
Minor bonus to Mitigation.

Failsafe:

You take a Massive - Superior amount less damage from Deadly - Finishing attacks.

Guard Stance:

When you are attacked, for each full percentage point less than 35% of your maximum HP the damage, reduce the final damage of the attack by 1.
You have a 150% chance to gain Drive on a Miss instead

Hardened:

You take 12 less damage from all attacks.

Intuition:

When you are attacked and the attacker scores a Solid Hit or Critical Hit, convert a portion of the damage to Fade HP. The more of a Mitigation advantage you have, the more damage is converted, twice as much for Critical Hits. Finishing Critical Hits convert at a reduced rate.

Last Chance:

When at 25% of your maximum HP or lower, you gain a Massive bonus to Guard and Maneuver defenses.

Miraculous Escape:

The first time you take damage more than 40% of your maximum HP from an attack, half of the attack's damage in excess of 30% of your maximum HP is negated and you have a 10% chance to lose Drive for each point of damage negated.

Optimizer

The accuracy of attacks against you is slightly reduced. The higher the randomly generated accuracy of the attack, the less it is reduced, and vice versa. This reduction cannot prevent Critical Hits.
Your passive Drive gain is reduced by 1.

Quick Reflexes I:

Moderate bonus to Mitigation.

Quick Reflexes II:

Solid bonus to Mitigation.
Minor penalty to Endurance.

Quick Reflexes III:

Significant bonus to Mitigation.
Minor penalty to Power.
Minor penalty to Precision.

Shield Buffer:

Trade 200 of your normal HP for a 200 Shield HP bar.

Solid Plate I:

You gain 30 maximum Armor HP.

Solid Plate II:

You gain 45 maximum Armor HP. Minor penalty to Endurance.

Solid Plate III:

You gain 60 maximum Armor HP.
Minor penalty to both Endurance and Mitigation.

Staying Power:

Your maximum HP is increased by 100.
Minor penalty to Power.

Survival Instinct:

When you drop to 75% HP, you gain a Moderate bonus to Endurance and a Minor penalty to Mitigation.
When you drop to 50% HP, you gain a Significant bonus to Endurance and a Moderate penalty to Mitigation.
When you drop to 25% HP, you gain a Superior bonus to Endurance and a Moderate penalty to Mitigation.

Toughened Body I:

Moderate bonus to Endurance.

Toughened Body II:

Solid bonus to Endurance.
Minor penalty to Mitigation.

Toughened Body III:

Significant bonus to Endurance.
Minor penalty to Power.
Minor penalty to Precision.

Vital Force:

Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs 1 less Hype to use.

Defensive Prime Quirks

Anticipation:

All Critical Hits you take have a 30% chance of downgrading to a Solid Hit.
All Solid Hits you take have a 25% chance of downgrading to a Close Call.

Cloaking:

All Close Calls you take have a 35% chance of downgrading to a Miss.
Your maximum HP is reduced by 50.

Convenient Keepsake:

Once per battle, if an attack would reduce you from 30% of your maximum HP or more to 0 HP or less, it instead reduces you to 1 HP. Further sources of damage cannot reduce you to 0 HP until the start of your next turn.

Damage Control:

After you attack, you recover Fade HP equal to 12% of your maximum HP.
If you have no Fade HP, you recover Peril HP equal to 9% of your maximum HP.
If you have no Peril HP, you recover 10 Shield HP.
If you have no Shield HP, you recover 12 HP.
Your maximum HP is increased by 35.

Deflection:

All Close Calls you take deal 20% less damage.

Energy Shield:

Trade 300 of your normal HP for a 300 Shield HP bar.

Fortified Defenses:

All Critical Hits you take have a 70% chance of downgrading to a Solid Hit.

Powered Shell:

Trade 200 of your normal HP for 200 Armor HP.
Moderate penalty to both Endurance and Mitigation.

Relic Frame:

Trade 1000 of your normal HP for 535 Armor HP, and 625 maximum HP.

Regeneration:

You heal a Significant amount of damage you take from all attacks.

Resolute:

You take 25 less damage from Critical Hits.
You take 18 less damage from Solid Hits and Close Calls.
You heal 25 HP when Missed.

Unshakeable:

When you are attacked, for each full percentage point less than 30% of your maximum HP the damage dealt, reduce the final damage of the attack by 2.
You have a 225% chance to gain Drive on a Miss instead.

Utility Quirks:

Utility Quirks primarily deal with the character's ability to generate and use resources, gain balanced and flexible benefits, and impede their foes in varied ways. The majority of Utility Quirks have to do with the character's stockpiles of Drive and Hype, increasing their starting amounts and caps to suit fast-paced battles, increasing the rate at which they generate for heavy offenses or flexible counter play, or gathering large amounts at once from hitting certain circumstances, best suiting other playstyles. However, a simple mix of both offensive and defensive utilities can be found here, to maintain a balanced approach while using fewer Quirk slots, and more specific healing and various buffs and debuffs can augment or diversify a character's playstyle, as well as bring their opponent down to a manageable level.

Adrenaline:

When you drop to 75% HP, you heal a Moderate amount of the damage you take from all attacks.
When you drop to 50% HP, you heal a Superior amount of the damage you take from all attacks.
When you drop to 25% HP, you heal a Massive amount of the damage you take from all attacks.

Aggression:

When you attack, for every full percentage point more than 8% of the opponent's maximum HP the damage dealt, you have a 45% chance to gain Drive, which can break your maximum Drive limit, up to a maximum of 2 Drive per attack level.

Battle High:

When you drop to 75% HP, your passive Drive gain is increased by 2.
When you drop to 50% HP, your passive Drive gain is increased by 4.
When you drop to 25% HP, your passive Drive gain is increased by 6.

Bloodthirsty:

You heal a Solid amount of the damage you deal on all attacks.

Bruiser:

Moderate bonus to both Power and Endurance.
Minor penalty to both Precision and Mitigation.

Deep Reserves:

Your maximum Drive is increased by 10.
Your starting Drive is increased by 10.
Your passive Drive gain is increased by 1.

Desperation:

When you drop to 75% HP, you gain a 50% chance to gain Hype on your attacks.
When you drop to 50% HP, you gain a 150% chance to gain Hype on your attacks.
When you drop to 25% HP, you gain a 200% chance to gain Hype on your attacks.

Determination

When you are attacked, for every two full percentage points less than 35% of your maximum HP the damage dealt, you have a 45% chance to gain Drive, which can break your maximum Drive limit.

Efficient Movement:

Whenever your attacks against your opponent, or your opponent's attacks against you, result in a Miss or Critical Hit, you gain 10 Drive.

Fencer:

Moderate bonus to both Precision and Mitigation.
Minor penalty to both Power and Endurance.

Firebrand:

Each member of your Party besides yourself gains 2 more passive Drive gain.
For each member of your current party besides yourself, you lose 1.5% of your maximum HP on each defense.

Flow:

When you are attacked, and the attacker initially scores a Solid Hit or Critical Hit, you have a chance to gain Drive, which can break your maximum Drive limit. The more of a Mitigation advantage you have, the higher the chance, twice as much for Critical Hits.

Hated:

Your attacks have a 20% chance to drain Hype per attack level.
You can only drain a maximum of 2 Hype per battle.
Your maximum HP is increased by 40.

In The Zone:

You gain 2 Zone Points.
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.
If you consume a Zone Point before attacking, you gain a 100% chance to upgrade the hit result of a Light attack one step, and a 20% lower chance per attack level above Light.
If you consume a Zone Point before defending, you gain a 100% chance to downgrade the hit result of a Light attack one step, and a 20% lower chance per attack level above Light.
Consuming a second Zone Point increases the chance by 20%.

Last Stand:

When you first fall to 25% HP or lower, you instantly gain 20 Drive.

Modular Loadout:

Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs 1 less Hype to use.

Opportunist:

Whenever your attacks against your opponent, or your opponent's attacks against you, result in a Miss or Critical Hit, you gain 3 Hype.

Prep Time:

Your starting Hype is increased by 3.
You gain a Solid bonus to both Endurance and Mitigation against the first attack of level 3/Heavy or higher you are targeted by.

Reignite:

Minor penalty to Power. The fist time you deal damage at least 20% of the target's max HP, Reinforce.

Reinvigorate:

Minor penalty to Endurance. The first time you take less than 15% of your maximum HP from an attack, Reinforce.

Rhythm:

When you attack, and you initially score a Close Call or Miss, you have a chance to gain Hype which can break your maximum Hype limit. The more of a Precision advantage you have, the higher the chance, twice as much for Misses.

Selfless:

Each member of your Party besides yourself heals 25 HP after each defense.
For each member of your current party besides yourself, you gain a 150% chance to lose Drive when defending.

Vampirism:

You heal a Significant amount of the damage you deal on all attacks.
Your passive Drive gain is decreased by 2.

Utility Prime Quirks

Bag of Tricks:

Minor penalty to Power, Precision, Endurance, and Mitigation.
After each of your attacks, you gain one stack of Surprise. You can have up to 3 stacks.
When you use the Rally Defense, you gain one of the following for each stack:
A random Buff II Push to Power, Precision, Endurance, or Mitigation.
A random Attack II, Defense II, or Balance II.
You heal 25 HP.
You gain 10 Drive.
You gain a 350% chance of generating Hype on your next attack or defense.

Experimental Equipment:

Each of your attacks benefits from one of the following. 25% of the time the attack benefits from two of the following instead:
A Moderate bonus to Power.
A Moderate bonus to Precision.
A 110% chance to generate Hype.
A cost reduction of 3 Drive.
You heal a Solid amount of the damage the attack deals.

Followup:

When you attack, for each full percentage point more than 8% of the opponent's maximum HP the damage dealt, you have a 15% chance to gain cap-breaking Hype.

Genius:

Your passive Hype gain is increased by 1.
All of your attacks have 75% chance to generate Hype.
You cannot use Dramatic Attacks.
Your maximum Hype is increased by 5.

Reiterate:

You have a 15% chance to Reinforce on each of your attacks and defenses.

Reload:

The first time you use the Rally defense, Reinforce.

Ramp Up:

Each time you defend, you gain a stack of Ramp Up.
Each time you defend while you have at least one stack of Ramp Up, you gain 3 Drive per stack you have accumulated.

Runback:

When you are attacked, for each full percentage point less than 30% of your maximum HP the damage dealt was, you have a 15% chance to gain cap-breaking Hype.

Saboteur:

Each time you attack and defend, your opponent gains a stack of Sabotage. Only two stacks of Sabotage may be on a single opponent at a time. The newest stack replaces the oldest.
The effect of each stack depends on the action used to apply it.
Guard stacks: Moderate penalty to Power.
Maneuver stacks: Moderate penalty to Precision.
Bolster stacks: Moderate penalty to Endurance.
Focus stacks: Moderate penalty to Mitigation.
Rally stacks: Passive Drive gain is decreased by 3.
Forceful stacks: Minor penalty to Endurance.
Consistent stacks: Minor penalty to Mitigation.
Efficient stacks: Attacks cost 1 more Drive.
Dramatic stacks: Attacks have a -50% chance of generating Hype and can lose Hype.

Star Power:

Minor bonus to Forceful and Consistent attacks.
Minor bonus to Bolster, Focus, Guard and Maneuver defenses.
Efficient attacks cost 1 less Drive per attack level.
Dramatic attacks have an additional 40% chance to generate Hype.
Rally defenses are made at no penalty, but gain 2 less Drive.
Your passive Drive gain is increased by 2.

Versatile Fighter:

Your attacks have an even chance to generate 1-2 points of Hype or 3-7 points of Drive.

Signatures:

A Signature is the crystallization of a character's biggest and most iconic technique, ability, or specialty, encapsulated in a powerful option that is put at the player's fingertips. Signatures are assigned and changed just like Quirks, and in one sense amount to a single "super Quirk" that further defines a character's individual uniqueness and style. Unlike Quirks, most Signatures have a manual activation, or activation component, taking a more hands-on role in the fight. Signatures are activated simply with the >signature or >sig command, the use of which is referred to as an "Activation" here for simplicity's sake. Furthermore, various other components of a character's total Mantle may provide the ability to Reinforce a Signature. Reinforcing provides a one-time powerup or refresh of the Signature's capability, in line with its main purpose. Reinforcing is a great way to get further mileage out of a Signature with extremely high utility to the character.

Active Shields:

Minor bonus to both Endurance and Mitigation.
Trade 250 of your normal HP for a 250 Shield HP bar.
Your Shield HP absorbs all incoming attack damage instead of half as usual.
Your Shield HP recharge rate is increased to 50.
Activate while you have Shield HP remaining to cycle your shields, and Activate again to bring them back up. While your shields are cycling, attack damage ignores your shields and you suffer a Solid penalty to Endurance, but your Shield HP recharge rate is increased to 75.
Activate while you have no Shield HP remaining to reboot your shields. You lose 20% of your remaining HP, and regain that much Shield HP.
Reinforce:
Gain 75 Shield HP.

Anathema:

You begin the battle with a pool of 12 Anathema Points. After each of your attacks, you gain an additional Anathema Point.
When you Activate, your next attack deals a flat amount of extra damage equal to 1% of the target's maximum HP. This damage cannot be increased or reduced, including by Peril or Armor HP, or Pushes like Ultimate Attack or Indomitable. You can only spend as many Anathema Points as twice the level of the attack you use; any excess spent are refunded.
Reinforce:
Gain 9 Anathema Points.

Authority:

Your maximum HP is increased by 50
Your passive Drive gain is increased by 1.
Use >signature <name>/<Hype/Drive/HP> to donate either 2 cap-breaking Hype, 6 Drive, or 25 HP to a target. After you donate to a target, you cannot donate to the same target again until both you and they have both attacked and defended since. The target must confirm acceptance of the donation with >confirm <name>.
You have three modes of Authority: Tactics, Assault, and Aid. Activate to switch between them. You begin battle in Tactics Authority.
While using Tactics Authority, your passive Hype gain is increased by 2 and your passive Drive gain is decreased by 2.
While using Assault Authority, your passive Drive gain is increased by 9 and you lose 2% of your maximum HP after your defense.
While using Aid Authority, you heal 3.5% of your maximum HP after your defense, and your passive Hype gain is decreased by 1.
Reinforce:
Heal 5% of your maximum HP.
Gain 8 Drive.

Badass Normal:

You have no Hype and cannot gain Hype by any means.
Your maximum HP is increased by 100.
Your passive Drive gain is increased by 5.
When the accuracy of an attack is randomly generated, the chance for your opponent to roll the minimum possible against you, and the chance for you to roll the maximum possible against your opponent, is increased by a Moderate amount.
Reinforce:
Major bonus to both Power and Precision on your next attack.
Major bonus to both Endurance and Mitigation on your next defense.

Combo Multiplier:

After your attacks, you gain a Combo stack, each providing you with a Solid increase to your attack damage.
Reinforce:
For each attacking phase you've already completed, you gain 5 Drive.

Enervation:

When you Activate, your next attack applies a Debuff that causes a Superior penalty to Power and Precision if it was a Forceful or Dramatic attack, or a Superior penalty to Endurance and Mitigation if it was a Consistent or Efficient attack, for one round. If the attack results in a Miss, there is a 50% chance the Debuff will be applied regardless. Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.
Reinforce:
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.

EX Action:

When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.
Forceful attacks gain a Massive bonus to Power.
Consistent attacks gain a Massive bonus to Precision.
Dramatic attacks generate 4 more Hype.
Efficient attacks gain a Moderate bonus to Power and Precision and cost 5 less Drive.
Guard actions gain a Massive bonus to Endurance.
Maneuver actions gain a Massive bonus to Mitigation.
Bolster actions gain a Moderate bonus to Power and a Solid bonus to both Endurance and Mitigation.
Focus actions gain a Moderate bonus to Precision, and a Solid bonus to both Endurance and Mitigation.
Rally actions gain a Moderate bonus to Endurance and Mitigation and generate 5 more Drive.
Reinforce:
Spend 5 Drive and Gain 2 uses of EX Action.

Excruciation:

When you Activate, your next attack deals no damage, but applies 12 stacks of Excruciation. Each time the target defends against you, stacks equivalent to the level of your attack are consumed, starting with the original attack, and each time the target attacks you, stacks equivalent to the level of their attack are consumed. Each stack deals Damage Over Time equal to a Significant percentage of the amount of damage the original attack would have done.
There is no Activation limit, but the Activation will fail on a target that has more than 2 Excruciation stacks on it.
Reinforce:
Your next attack applies 7 stacks of Excruciation, which stack when applying 12 normally.

Go Down Swinging:

When you are reduced to 0 HP, you are not immediately defeated, unless you were reduced to negative HP at least equal to 15% of your maximum HP.
While at negative HP, you may continue to continue to attack as normal, but you suffer a Major penalty to Precision and a Superior penalty to Power. Reaching 0 Drive instantly defeats you.
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.
This Signature cannot trigger another copy of this Signature. The target is defeated normally.
Reinforce:
The damage of your next attack is increased by 55.
Major bonus to Precision on your next attack.

Impervious:

When you are attacked, for each full percentage point less than 15% of your maximum HP the damage dealt, reduce the final damage of the attack by 20%, to a minimum of 0 damage.
Reinforce:
You convert 80 HP to Armor HP.

Just That Good:

Minor bonus to Power, Precision, Mitigation, and Endurance.
You begin the battle with 3 more Hype and 5 more Drive.
Reinforce:
Solid bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.
Gain 1 Hype.
Gain 3 Drive.

Killer Move:

At the beginning of each round after your defense, you gain 20% Charge. When you have 80 - 100% Charge, the next time you use a Deadly or Finishing attack, you gain a Massive - Extreme bonus to Power and Precision which lasts until the end of the round, and your Charge is reduced by 100%. If the attack would already be a Critical Hit, the attack deals a Major amount more damage. Your passive Drive gain is increased by 1.
When you Activate, you spend 5 points of Hype and instantly gain 20% Charge and 8 Drive. You can only Activate in this way once until your use up your Charge. The Hype cost and Drive gain of doing so is multiplied by the number of opponents.
Reinforce:
Activate without spending Hype. If you've already Activated, gain 3 Hype instead of gaining Charge.
Gain 5 Drive.

Maximum Hype:

You begin the battle with a pool of 3 Inspiration Points. Each time after you attack, you gain an additional Inspiration Point. When you Activate, all of your Inspiration Points are converted into 2 Hype each, which can break your maximum Hype limit. You cannot Activate unless you have at least 2 Inspiration Points. You can store a maximum of 6 Inspiration Points.
Reinforce:
Gain 2 additional Inspiration Points on your next two attacks.

Multi-Stage Defense:

You begin each battle with 5 stacking Layer bonuses that decrease incoming attack damage against you by a Solid amount. Each time you defend against an attack, you lose a Layer stack. If the attack is a Miss, you gain a Major bonus to Endurance on your next defense. The Layer stack is still lost.
Reinforce:
Gain 4 stacks of Layer. You now lose one additional stack of Layer each time you defend.

Perfect Strike:

You begin the battle with a pool of 3 Targeting Points. After the first time you attack, and every other time you attack after that, you gain an additional Targeting Point. When you Activate, the next attack you use spends Targeting Points equal to the level of the attack. The hit result of the attack automatically upgrades one step, taking place after all other hit result modifiers. If the attack would already be a Critical Hit, you gain an Extreme bonus to Precision for one round instead.
Reinforce:
Gain 3 Targeting Points.

Resurrection:

Activate once per battle. After your next attack, if you are KOed before your next turn, you recover 70% of the damage you took. Otherwise, recover 5% of your maximum HP.
Reinforce:
Recover 30% of the damage you took from the last attack you defended against.

Splatterhouse:

When reduced to 0 HP, you can still heal HP on that round. If you regain enough HP to put you back at 5% of your maximum HP or above, you are not defeated, and may continue to fight.
You heal a Solid amount of the damage you take from all attacks, plus 10 HP.
You additionally heal 40% of the damage of attacks that defeat you, plus 40 HP.
Reinforce:
Heal 10% of your maximum HP.

Turbo Overdrive:

You begin the battle with a pool of 4 Overdrive Points. Each time after you attack, you gain an additional Overdrive Point. When you Activate, all of your Overdrive Points are converted into 5 Drive each, which can break your maximum Drive limit. You cannot activate unless you have at least 2 Overdrive Points.
Reinforce:
Gain 4 Overdrive Points.

Ultimate Defense:

When you Activate, spend 5 Drive. The final damage of the next attack against you is reduced by 50. This effect stacks, and may be Activated multiple times against one attack, but may only be Activated 6 times in one battle. If any Activations would apply to an attack of 0 damage, including a Miss, the Drive and Activations spent are refunded.
Reinforce:
Gain 4 uses of Ultimate Defense.

Uncanny Reflexes:

You begin the battle with a pool of 3 Evasion Points. After the first time you defend, and every other time you defend after that, you gain an additional Evasion Point.
When you Activate, the next attack against you consumes Evasion Points equal to the level of the attack. The hit result of the attack automatically downgrades one step, taking place after all other hit result modifiers. If the attack would already be a Miss, you gain an Extreme bonus to Mitigation for defense instead.
Reinforce:
Gain 3 Evasion Points.