Archetypes, Quirks, Signatures

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Archetypes:

The Archetype is what amounts to a fighter’s first and biggest headline --the broad strokes of their place in any combat scene, 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.

Generalists:

Generalists tend to be characters with a reliable combat style, and a solid track record of performance. They have no real weaknesses, yet they still have areas they excel at to some significant degree. Generalist Archetypes provide broadly useful benefits that are almost always handy, and are simple and intuitive to play, without being any weaker for their ease of use. Generalists are especially good options for players who want to embroil their character in as many conflicts as they can without worrying much about anything, and players who simply want a smoother and more straightforward combat experience, with little or no time spent tuning. They require a minimal amount of learning or setup to get into play, are undemanding to use, and generally rewarding without a big need for strategy.

All-Star

The workhorse. The Mario. The tried and true. The All-Star is the jack of all trades without the mediocrity.
Boasting solid performance in every area, and the ability to do just about anything when needed, the All-Star compromises on nothing and is suitable for every battle.

Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.
Your maximum HP is increased by 15 points.
You passively gain 5 more Drive each round.

Marksman

The Marksman is the type of fighter who hits often and hits where it hurts.
Without suffering in any other area, the Marksman puts their talents towards ensuring their opponent suffers a steady stream of dangerous hits that they are hard-pressed to escape from.

Significant bonus to Precision.
Moderate bonus to the Focus action.
Moderate bonus to Consistent attacks.
Minor bonus to the Maneuver action.
Minor bonus to Forceful attacks.

Bruiser

The Bruiser is a heavy hitter who swings hard and hits for big damage.
The Bruiser doesn’t heavily specialize, or sacrifice defense for offense --they’re just naturally good at heaping on the pain, and usually come out on top the moment they get in a few good hits.

Significant bonus to Power.
Moderate bonus to the Bolster action.
Moderate bonus to Forceful attacks.
Minor bonus to the Guard action.
Minor bonus to Consistent attacks.


Tough Guy

Many times, what determines the winner is who is left standing at the end.
The Tough Guy is a solid fighter all around, but their best quality is their ability to keep rolling with the hits until their opponent has nothing left in them, while steadily slugging back at them uninterrupted.

Significant bonus to Endurance.
Significant bonus to the Guard action.
Moderate bonus to the Maneuver action.
Your maximum HP is increased by 30 points.

Vigilant

Instead of hitting the most, hitting the hardest, or surviving the most hits, the Vigilant sees that a fight is, more often than not, decided by who gets hit the least.
The Vigilant is a canny, cautious, or just plain quick combatant, who always knows when to duck, dodge, parry, and take cover.

Significant bonus to Mitigation.
Significant bonus to the Maneuver action.
Moderate bonus to the Guard action.
You passively gain 1 more Drive each round.

Hero

Rather than being defined by their style, the Hero is defined by their ability to give everything 110%.
The Hero benefits from being able to consistently throw out bigger and better attacks than the opposition, quickly regaining their momentum, and being just that extra bit tougher.

You passively gain 5 more Drive each round.
The Rally action recovers 3 more Drive.
Moderate bonus to the Bolster action.
Your maximum HP is increased by 75 points.

Duelist

The Duelist is a character who knows to keep a watchful eye on their opponent, and exactly how to press their offensive, as well as evade and hamstring that of their foe.
They don’t slouch in the damage they can dish and take, but excel in making sure they’re mainly the one giving it out.

Moderate bonus to Precision.
Moderate bonus to Mitigation.
Moderate bonus to Consistent attacks.
Moderate bonus to the Maneuver action.
Moderate bonus to the Focus action.

Slugger

The Slugger fights with confidence that nobody can match them when trading blow for blow, shrugging off damage and hitting back even harder in return.
The Slugger is straightforward, but not easily outplayed, and so doesn’t suffer for consistency or the ability to avoid the hardest hits.

Moderate bonus to Power.
Moderate bonus to Endurance.
Moderate bonus to Forceful attacks.
Moderate bonus to the Guard action.
Moderate bonus to the Bolster action

Striker

The Striker’s claim to fame is their offense, but it’s just as diverse as it is intimidating.
They can hold their own defensively, but the numbers shift in their favour every time they fire an attack, no matter what kind it is, with a perfect blend of both high accuracy and power.

Moderate bonus to Precision.
Moderate bonus to Power.
Significant bonus to Consistent attacks.
Significant bonus to Forceful attacks.
Significant bonus to Dramatic attacks.

Defender

The opposite side of the coin, the Defender is an exemplary mix of smarts, reflexes, toughness, and stamina, which lets them take on any offense with confidence.
Opponents must focus on cracking their tough defenses, but not overextending; they can retaliate as well as anyone else.

Moderate bonus to Endurance.
Moderate bonus to Mitigation.
Significant bonus to the Guard action.
Significant bonus to the Maneuver action.
Your maximum HP is increased by 15 points.

Freestylist

The Freestylist is defined not by being solid in every area, but by the fact that their sheer versatility lets them seamlessly adapt to any situation and pick any approach they like.
They fluidly shift their focus as desired to have the greatest impact where and when it counts.

Significant bonus to Consistent attacks.
Significant bonus to Forceful attacks.
Significant bonus to Efficient attacks.
Significant bonus to Dramatic attacks.
Significant bonus to the Focus action.
Significant bonus to the Bolster action.
Significant bonus to the Guard action.
Significant bonus to the Maneuver action.
The Rally action recovers 2 more Drive.

Challenger

The one who goes into the fight ready and raring to come out swinging, starting at full steam to demolish the enemy before they even know what’s happening, is the Challenger.
They get the build-up over and done with at the start, and can swing anything they like right from the word go.

Your maximum HP is increased by 120 points.
Your maximum Drive is increased to 120.
You begin each fight with 20 more Drive, multiplied by number of opponents.
You begin each fight with 2 more Hype, multiplied by number of opponents.

Specialists:

Specialists tend to be characters with a trademark style and obvious focus, who carve a solid niche in combat due to particular talents, toolsets, or techniques. True to their name, Specialists focus in a particular aspect of fighting, in which they hold incredible dominance, however their specialization comes at a cost to their flexibility, and often holds them back in other areas. Specialists are somewhat more technical to play than Generalists, though there is a range: from simply being passively loaded into one area, to being built around a wide range of options that are most effective when used at the right time. Specialists are not inherently better than other Archetypes when “played right”; they are suited to those who are more enthusiastic about combat systems, and provide more opportunities for flashy and interesting play.

Ace

The Ace is all about staying collected, in control, and on top of the fight.
Whether it's talent, attitude, or sheer experience, the Ace finds the motions of battle easier than most, and shines when they get a lead on their opponent through expert and efficient use of their resources.

Minor bonus to all stats when at the Ready Drive level or higher.
Minor bonus to Precision and Power when at the Primed! Drive level.
All of your attacks cost 5 less Drive.
Double penalties from the Lagging Drive level and lower.
Double HP loss from the Wavering Drive level.

Arsenal

Rather than being called so simple as a jack of all trades, "Arsenal" is appropriate for those characters who excel in the sheer number of tools and techniques they have access to.
Their deadly repertoire/collection easily makes up for being slightly less developed fighters overall.

Major bonus to any attack or defensive action you augment with a Push.
You passively gain 2 additional points of Hype each round.
Minor penalty to Precision.
Minor penalty to Power.
Minor penalty to Endurance.
Minor penalty to Mitigation.
Your maximum HP is decreased by 50 points.

Aspirant

An Aspirant might not initially look like much, but when things get tough, they get going.
Quickly building up steam, the Aspirant is able to constantly heighten their capabilities in any field to meet any challenge, and can gracefully attack a problem from another angle when interrupted.

When using Consistent attacks or the Focus action:
You gain a Buff that applies a Moderate bonus to Precision for the next 2 rounds. Multiple Buffs add their duration together.
When using Forceful attacks or the Bolster action:
You gain a Buff that applies a Moderate bonus to Power for the next 2 rounds. Multiple Buffs add their duration together.
When using the Guard action:
You gain a Buff that applies a Moderate bonus to Endurance for the next 2 rounds. Multiple Buffs add their duration together.
When using the Maneuver action:
You gain a Buff that applies a Moderate bonus to Mitigation for the next 2 rounds. Multiple Buffs add their duration together.
When using Efficient attacks or the Rally action:
You gain 3 Drive at the start of your turn for the next 2 rounds.
When using Dramatic attacks:
You gain 1 Hype at the start of your turn for the next 2 rounds.


Whenever one of your Buffs is forcibly removed, gain 5 Drive.
Your maximum HP is increased by 120 points.
You begin each fight with 2 more Hype, multiplied by number of opponents.

Assassin

A professional in dismantling enemies with a handful of well-planned and devastatingly lethal attacks, the Assassin is also a master of escaping retribution unnoticed, but suffers if caught flat footed.
Beware of missing the mark, but don’t be too weak to finish the job.

When using the Focus Action:
A Solid Hit on your attack has a 35% chance of becoming a Critical Hit.
A natural Critical Hit on your attack increases its damage by an Overwhelming amount.
A Close Call on your attack decreases its damage by a Substantial amount.
When using the Maneuver Action:
If you receive a Close Call, you reduce the damage you take by an Overwhelming amount.
When using the Rally Action:
Solid bonus to Mitigation.


Solid bonus to Precision.
Solid bonus to Mitigation.
Moderate penalty to Endurance.

Berserker

The Berserker is one who becomes more and more dangerous the longer they stay alive.
As combat increasingly whips them up into a frenzy, their sheer power multiplies to insane levels, though they have a somewhat harder time landing their increasingly terrifying blows.

Solid bonus to Power.
After losing a quarter of your HP, your Power bonus increases to Significant, and you take a Minor penalty to Precision.
After losing half of your HP, your Power bonus increases to Superior, and your Precision penalty increases to Moderate.
After losing three quarters of your HP, your Power bonus increases to Extreme, and your Precision penalty increases to Solid.

Your maximum HP is increased by 120 points.

Big Four

The Big Four is the time honored arrangement of quirky and versatile specialists with a lovingly crafted set of gimmicks.
Though they lack any outstanding traits of their own, the Big Four can make substantial alterations by equipping bigger, better, and more creative Quirk combinations.

You can equip an additional 2 Quirks.
Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.

Blaster

The Blaster is a savant at piling on damage exactly when and where it counts.
Instead of being all power all the time, they build up a devastating barrage leading to an explosive finish, and can store some of their attack power to make a choice attack even more devastating.

When using Forceful attacks:
The damage of your attack is increased by a Standard amount of the damage of your last attack.
When using Consistent attacks:
If your attack does not result in a Miss, there is a 25% chance it will be upgraded one step.
e.x. Close Call to Solid Hit, Solid Hit to Critical Hit
If your attack results in a natural Critical Hit, its damage is increased by a Standard amount.
When using Dramatic attacks:
Your attack's damage is reduced by half. That much damage, increased by a Standard amount, is added to the damage of your next attack.

Major bonus to Power.
Minor penalty to Endurance.

Demoralizer

The Demoralizer doesn't fight as directly through massive damage or durability, but instead slowly cripples their enemy by taking away everything they need to fight.
Strangling of them of their resources, energy, and options, the foe is left weak and easy to finish off.

When using Efficient attacks:
If your attack deals damage, your opponent’s Drive is reduced by 2 points multiplied by the level of your attack. Your opponent's Drive is reduced by another point for each additional enemy they are fighting, but your attack suffers an equal number of stacking Minor penalties.
If your opponent loses Drive, you recover 1 point of Drive.
When using Dramatic attacks:
If your attack deals damage, your opponent’s Hype is reduced by 1 point multiplied by the level of your attack. Your opponent's Hype is reduced by another point for each two additional enemies they are fighting, rounded down, but your attack suffers an equal number of stacking Moderate penalties.
You gain a Buff that applies a Moderate bonus to Power for 1 round.


Attacks directed towards you by opponents suffering penalties from low Drive are made at double the normal penalty caused by having low Drive.
Attacks directed towards you that are not augmented by a Push suffer a Minor penalty to Power and Precision.
You passively gain 1 more Drive each round.
Your maximum HP is increased by 50 points.

Destroyer

The Destroyer is an offensive specialist who has access to all the prized methods of burning down an opponent.
They can sap the enemy's strength, soften their defense, bleed them with lingering damage, and revitalize themselves from terrorizing their besieged enemy.

When using Forceful attacks:
If your attack hits, your opponent is Debuffed with a Moderate penalty to Endurance for 1 round.
If your attack hits, your opponent is Debuffed with a Moderate penalty to Mitigation for 1 round.
When using Consistent attacks:
A Small amount of the total damage you deal on your attack will be dealt to the target at the beginning of their turn, then a Tiny amount for their next 2 turns.
When using Efficient attacks:
If your attack deals damage, your opponent’s Drive is reduced by 2 points multiplied by the level of your attack.
When using Dramatic attacks:
You regain HP equal to a Considerable amount of the damage you dealt.


Solid bonus to Precision.
Solid bonus to Power.
Your maximum HP is decreased by 50 points.

Fencer

The Fencer is a technical prodigy who makes up for their lack of basic strength with sophisticated maneuvering and timing, and perfectly executed attack and defense, deflecting away blows that could have been lethal, and capitalizing on their own most deadly blows.

When using the Guard action:
Any Close Call you take has a 30% chance to become a Miss.
When using the Maneuver action:
A Solid Hit on your attack increases its damage by a Substantial amount.
A Critical Hit on your attack increases its damage by a Standard amount.
When using the Focus action:
A Solid Hit or Critical Hit on your attack recovers 5 Drive.


Significant bonus to Precision.
Minor penalty to Power.
Minor bonus to Consistent attacks.
Minor bonus to Efficient attacks.
Minor bonus to Dramatic attacks.

Fury

As the name suggests, the Fury takes pure offense to its absolute limit.
Without pacing themselves, sparing time for elaborate strategy, or holding back in any way, they deal piles of damage lightning fast, but quickly exhaust themselves from the fury of their assault.

All of your attacks have an Overwhelming increase in damage, but hurt you as well at Small amount of their original power.
You recover 5 Drive on any round you deal damage.
You recover 5 Drive when your attack results in a Critical Hit.
You lose 5 Drive when your attack results in a Miss.
You do not have the standard passive Drive recovery.
Minor bonus to Power.
Minor bonus to Precision.
Minor penalty to Mitigation.
Minor penalty to Endurance.
You cannot use Efficient attacks.

Gambler

The Gambler is the most unpredictable combatant in the book.
Whether it's on purpose or "on purpose", a hot streak of good calls and good luck can make them overwhelmingly powerful, but a sour run of bad fortune can leave them regretting their life choices.

Either:
You have a 75% chance of gaining a Solid bonus to Precision and Power when attacking.
You have a 25% chance of taking a Minor penalty to Precision and Power when attacking.
Either:
You have a 75% chance of gaining a Solid bonus to Endurance and Mitigation when defending.
You have a 25% chance of taking a Minor penalty to Endurance and Mitigation when defending.
Either:
You have a 50% chance to regain an additional 5 Drive at the start of each of your turns.
You have a 50% chance to gain an additional point of Hype at the start of each of your turns.

Your maximum HP is increased by 45 points.

Grappler

The Grappler excels in effortlessly maneuvering their opponents right where they want them, pinning down their offense and defense with varied, powerful and always ready suppressing, while building up to a finishing clincher to take them out after putting them on the ropes.

When using the Focus action:
If your attack hits, your opponent is Debuffed with a Significant penalty to Precision for 1 round.
When using the Bolster action:
If your attack hits, your opponent is Debuffed with a Significant penalty to Power for 1 round.
When using the Guard action:
If your attack hits, your opponent is Debuffed with a Significant penalty to Endurance for 1 round.
When using the Maneuver action:
If your attack hits, your opponent is Debuffed with a Significant penalty to Mitigation for 1 round.

All Debuffs you inflict with Pushes are upgraded one Adjective step. e.x. Minor to Moderate.
Using a non-Debuff Push gives you a Minor bonus to Precision for 1 round. This does not stack.
Whenever a Debuff effect applied by you ends for any reason, you gain a point of Hype.

Ghost

The Ghost may as well be one literally for all the success their opponent is likely to have touching them.
Extremely skilled in eluding damage in the first place, the Ghost can also trade off which defenses they rely on in order to manage and mount their counter offensive.

Whenever you are attacked:
There is a chance that the hit result will downgrade one step.
e.x. Critical to Solid, Solid to Close Call, Close Call to Miss.

When using the Guard and Maneuver actions:
The hit downgrade chance is 25%.
A natural Miss against you cannot be rerolled.
When using the Bolster and Focus actions:
The hit downgrade chance is 20%.
Major bonus to Power if your opponent’s attack results in a Miss.
When using the Rally action:
The hit downgrade chance is 30%.
Significant penalty to Mitigation.
You gain a point of Hype if your opponent’s attack results in a Miss.

Significant bonus to Mitigation.
Your maximum HP is decreased by 50 points.

Glass Cannon

The Glass Cannon is exactly what it references: a powerful raw attacker with fragile defense to compensate.
They take hits very poorly, but dish out spectacular booms no matter what they go for, making for a race to wipe out the opponent before their own lacking defense gives out.

When using the Focus action:
Minor bonus to Precision.
Minor bonus to Power.
Minor penalty to Endurance.
When using the Bolster action:
Minor bonus to Precision.
Minor bonus to Power.
Minor penalty to Mitigation.


Major bonus to Precision.
Major bonus to Power.
Your maximum HP is decreased by 100 points.

Hot Blooded

In contrast to many others, being pressed right up to the wall is what makes the Hot Blooded shine.
After throwing out powerful attacks until the point they should be on their last legs, the Hot Blooded taps into their extraordinary reserves for that perfect dramatic power boost.

When using Forceful attacks:
Significant bonus to Power.
Significant bonus to Precision.
The attack costs an additional 5 Drive.
When using Consistent attacks:
The attack costs 5 less Drive.


You suffer no penalties for low Drive until you fall to the Wavering level.
You lose only 10% of your max HP after your attacks while at 0 or lower Drive.
Minor penalty to Mitigation.
Minor penalty to Endurance.

Immortal

The Immortal takes damage like everyone else, but for one reason or another, it just doesn't seem to stick.
In addition to being pretty tough, they constantly minimize their injuries after already soaking them. They might be a little too used to getting hit, though.

After your attack, you heal a Considerable amount of the damage you took last round.
Significant bonus to Endurance.
Minor penalty to the Guard action.
Minor penalty to the Maneuver action.

Juggernaut

The Juggernaut is a near unbreakable wall, almost impossible to take down, or even slow down, by the usual means.
They shrug off damage, have tremendous staying power, and can turn aside or walk through the hits that slip right through their guard to lessen their effectiveness.

When using the Guard action:
Solid bonus to Endurance.
Any Critical Hit you take has a 75% chance to become a Solid Hit.
When using the Maneuver action:
Solid bonus to Endurance.
Minor bonus to Mitigation.
When using the Rally action:
Minor bonus to Endurance.
After your defense, you heal a Standard amount of the damage you took last round.


Moderate bonus to Endurance.
Moderate penalty to Power.
Your maximum HP is increased by 120 points.

Meister

An artist in their own right, the Meister is defined by their surpassing mastery of rare, difficult, secret, or proprietary techniques in battle.
The Meister is distinguished by not by a deep box of lesser tools, but a selection of the finest, carefully chosen for synergy and strategy.
The second Signature is accessed with the +Meister command, replacing +Signature syntax.

You can equip an additional Signature.
You passively gain 2 more Drive each round.
You passively gain an additional point of Hype each round.
Your maximum HP is increased by 100 points.
Minor penalty to Power. Minor penalty to Precision. Minor penalty to Mitigation. Minor penalty to Endurance.

Operator

The Operator makes no wasteful moves. They act exactly how they need to, when they need to, and ensure that everything comes out within the margins of the plan.
By keeping their enemy below their projection, and their own damage above, they become drastically more effective.

When using the Focus and Bolster action actions:
If your attack hits and deals damage greater than one fifth of your opponent's maximum HP, disregarding multipliers, they are Debuffed with a Significant penalty to Power and Precision for 1 round.
If your attack results in a Miss, any secondary effects are applied regardless.
When using the Guard and Maneuver actions:
If your opponent's attack hits and deals damage less than one fifth of your maximum HP, disregarding multipliers, they are Debuffed with a Solid penalty to Endurance and Mitigation for 1 round.
If your opponent's attack results in a Miss, they lose 5 Drive.

Moderate bonus to Precision.
Moderate bonus to Endurance.

Predator

The Predator is a patient hunter of foes who achieves victory through expert maneuvering into a prime striking position, then repeatedly harrying, blindsiding, and whittling down their mark until they can put up no more resistance, by using an unbroken string of hit and fade pressure.

When using the Focus action:
A Substantial amount of the total damage you deal on your next attack will be dealt to the target at the beginning of their turn, then a Small amount for their next 2 turns.
When using the Maneuver action:
You gain a point of Hype.
Significant bonus to Precision.
Moderate bonus to Mitigation.
When using the Rally action:
You gain 5 more Drive.
Moderate bonus to Mitigation.
Moderate bonus to Endurance.


Moderate bonus to Power.
Your maximum HP is decreased by 50 points.

Showoff

The Showoff is characterized by collecting each good chance they get like a poker chip, stacking up to a point where they can't be touched, and then cashing it in at the right moment, all with a sense of style and theatrics best befitting a character that thrives off of hype.

All of your attacks count as Dramatic Attacks as well as their normal type.
You maximum Hype is increased to 25.
When you have 5 Hype or more, you reduce incoming damage by a Small amount.
When you have 10 Hype or more, you reduce incoming damage by a Standard amount.
When you have 15 Hype or more, you reduce incoming damage by a Considerable amount.
When you have 20 Hype or more, you reduce incoming damage by a Substantial amount.
When you fall below 15 Hype by spending it, your next attack increases its damage by a Standard amount.
When you fall below 10 Hype by spending it, your next attack increases its damage by a Standard amount.
When you fall below 5 Hype by spending it, your next attack increases its damage by a Considerable amount.
Hype thresholds are multiplied by number of opponents as maximum Hype is. The damage increased gained from dropping a Hype threshold applies to as many of your next attacks as there are opponents.

Sniper

The Sniper doesn't miss. That's just how it works. Given the time to focus and zero in on their target, precise hits are rewarded with crippling effects, and even the most slippery targets can't evade them.
When they have to change positions, they make sure to get a better shot.

When using the Focus action:
If your attack results in a Miss, the attack is rolled again, and the new result applies. This can only happen once per attack.
If your attack results in a Critical Hit, your opponent is Debuffed with a Moderate penalty to all stats for 1 round.
When using the Maneuver action:
Solid bonus to Power at the beginning of your next turn.
Moderate bonus to Precision at the beginning of your next turn.


Moderate bonus to Power
Moderate bonus to Precision.
Solid bonus to Consistent attacks.
Solid bonus to Efficient attacks.
Moderate penalty to Mitigation.
Minor penalty to Endurance.

Survivor

In many ways, the Survivor is another combatant who fights harder as the stakes get higher.
Unlike others, the closer they are to the end, the tougher the Survivor is to take down. They don't get any rewards for turtling though; every fight is a test of guts and fortitude to survive.

When using the Guard action:
You expend 5 Drive if you are above the Overextended level.
Significant bonus to Endurance.
When using the Maneuver action:
You expend 5 Drive if you are above the Overextended level.
Significant bonus to Mitigation.
When using the Bolster and Focus actions:
You do not gain the usual bonus to Power or Precision.
Minor bonus to Endurance.
Minor bonus to Mitigation.


Moderate bonus to Endurance.
Moderate bonus to Mitigation.
Minor penalty to Precision.
Minor penalty to Power.
After losing a quarter of your HP, your Endurance and Mitigation bonuses become Solid.
After losing half of your HP, your Endurance and Mitigation bonuses become Significant.
After losing three quarters of your HP, your Endurance and Mitigation bonuses become Major
Your maximum HP is increased by 100 points.

Uncontrollable

Some characters have the kind of power that even they can't handle, putting them squarely among the Uncontrollable.
While their raw ability is incredible in every regard, they operate on a limited clock and a tight budget of time, as they rapidly spiral closer to defeat all on their own.

When using the Bolster action:
Massive bonus to Power.
When using the Focus action:
Massive bonus to Precision.
When using the Guard action:
Massive bonus to Endurance.
When using the Maneuver action:
Massive bonus to Mitigation.
When using the Rally action:
You gain 10 more Drive.


Your maximum HP is increased by 400 points.
Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.
You passively recover 10 more Drive.
You passively gain 2 additional points of Hype each round.
After every one of your attacks, you take damage equal to 10% of your maximum HP, disregarding multipliers. This includes an attack that knocks the opponent out.

Synergists:

Synergists tend to be characters who make others flat out better for being present. Their tools and abilities are on par with any other, and when they focus their attentions on themselves, they can go toe to toe with anyone, but Synergists have the unique ability to prioritize someone else near them, and make that person an even more effective fighter. Synergists run the whole range of dispositions, but they all come with access to the Support action. If they don’t specify a target, their undivided focus allows them to passively use their own Support ability on themselves, but by strategically selecting allies to improve instead, they can turn anyone into a considerably powerful combatant, giving them an intermediate level of complexity. Note: bonuses from Support abilities are additive with other bonuses, including your own passive bonuses of the same type when using passive self-Support. They do not replace similar or identical bonuses.

Aegis

The Aegis is a stalwart defense specialist that goes one step further into extending their rock solid protection to others around them.
By dedicating themselves to the defense of another, they dramatically increase a teammates survivability, both from direct damage and insidious means.

Support ability:
You decrease the damage you take from all attacks by a Standard amount.
Whenever you are hit with a Debuff or Damage Over Time effect, there is a 25% chance it will be cured instantly.


Solid bonus to Endurance.
Minor penalty to Precision.
Minor penalty to Power.
Your maximum HP is increased by 75 points.

Conspirator

The Conspirator is the type to work in tandem with their chosen ally, and their abilities suit them well to following their ally's lead to exploit the selfsame opening they just created.
With two cloaks and two daggers, they are quickly able to whittle an enemy down to nothing.

Support ability:
If your attack deals damage, your opponent’s Drive is reduced by 2 points multiplied by the level of your attack.
A Small amount of the total damage you deal on each attack will be dealt to the target at the beginning of their turn, then a Tiny amount for their next 2 turns.


Whenever the Support target deals damage, your next attack benefits from the effects of your Support ability. This effectively doubles its power when used for self-support.
Moderate penalty to Precision.
Moderate penalty to Power.

Engineer

The engineer is an endless toolbox of powerful supporting abilities that combine signature skills from a variety of disciplines, making their projects both risky to attack and difficult to defend against.
They pay for this with extreme focus on their support, and little on themselves.

Support Ability: You passively gain an additional point of Hype each round.


When using the Focus action:
The Support target’s next attack has a 25% chance that the hit result will upgrade one step.
e.x. Miss to Close Call, Close Call to Solid Hit, Solid to Critical.
When using the Bolster action:
The target of the Support target’s next attack of level 4 or lower suffers 1 to 3 additional attacks, with equal probability, at a Small amount of the original attack's power. These additional attacks count as part of the original, and target the same defensive action.
When using the Guard action:
The next time the Support target is damaged by an attack, there is a 50% chance that its damage will be decreased by a Substantial amount. When using the Mitigate action:
The next time the Support target is damaged by an attack of level 3 or lower, there is a 50% chance their opponent will receive a Substantial amount of the damage their attack dealt.
When using the Rally action:
A Close Call on the Support target’s next attack causes them to recover 5 Drive.
A Solid Hit on the Support target’s next attack causes them to recover 10 Drive.
A Critical Hit on the Support target’s next causes them to recover 10 Drive.


You passively gain an additional point of Hype each round.

Icon

The Icon is a straightforward team leader; an example to others who leads the charge and betters others by their very presence.
Well rounded as a whole the Icon becomes the consummate generalist by also branching out into the field of support where others stop.

Support ability:
Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.


When using the Rally action:
The Support target gains 5 more Drive.
When using the Bolster or Focus actions:
Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.
When using the Guard or Maneuver actions:
Minor bonus to Endurance.
Minor bonus to Mitigation.
You gain 2 Drive.

Martyr

A Martyr is defined by being both a shield and an inspiration to others, who simultaneously protects and emboldens to fight harder, but at great cost to themselves.
Where they prevent damage to an ally, it goes to themselves, and their strong will to fight must be shared.

Support ability:
When the Support target is attacked, a Standard amount of the damage is redirected to you. This creates no change when used for self-support.
You passively gain 5 more Drive per round.


Minor bonus to Power.
Moderate bonus to Endurance.
Passively gain 5 more Drive per round.
Your maximum HP is reduced by 75 points.

Mastermind

The Mastermind is one who differs from the usual teamplay-minded combatants by organizing his alliance to be entirely to his favor.
Their chosen catspaw benefits some from their aid, but overall, it is the that fighter's actions which the Mastermind capitalizes on to bolster themselves.

Support ability:
Whenever you deal damage, you regain HP equal to a Small amount of the damage you dealt. This includes Damage Over Time effects, but does not include self-damage on the part of your opponent.


Whenever the Support target is attacked, you heal a Small amount of the damage you would have taken in their place at the end of your turn. This simply heals a Small amount of the damage you take when used for self-support.
Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.
You passively gain 2 less Drive each round.
You passively gain an additional point of Hype each round.

Panacea

The Panacea is so named for being a universal cure-all to the woes of the battlefield.
Aside from healing and bolstering others, they can shrug off status effects, recover their own vitality, and restore their energy to keep fighting no matter what happens to them.

Support ability:
After your attack, you heal a Small amount of the damage you took last round
Moderate bonus to Endurance.


When using the Rally action:
You heal a Small amount of the damage you took last round.
Moderate bonus to Endurance.
When using the Guard action:
You restore 5 Drive.
When using the Bolster or Focus actions:
After your defense, any Debuff or Damage Over Time effects applied to you are cured.

Overlord

When the Overlord picks a character to support, the relationship is less "ally" and more "minion".
Their imposing power grows as their support target attacks and they reap the rewards of mayhem, with varied effects that allow them to focus on multiple specializations at once.

Support Ability:
Minor bonus to Power.
Minor bonus to Endurance.


When the Support target uses Consistent attacks:
You recover 5 Drive.
When the Support target uses Forceful attacks:
You gain 2 points of Hype.
When the Support target uses Efficient attacks:
You gain a Buff that applies a Moderate bonus to Precision for the next 2 rounds.
When the Support target uses Dramatic attacks:
You gain a Buff that applies a Moderate bonus to Power for the next 2 rounds.


Moderate bonus to Mitigation.
Moderate bonus to Endurance.
Your maximum HP is decreased by 50 points.

Royal

When the Royal gives their commands, those that heed them find themselves with troves of additional resources, so that they may wage a bloody campaign in their stead.
Overall, the Royal fights by simply having "more" than any other fighter, and throwing its weight accordingly.

Support Ability:
You passively gain an additional point of Hype each round.
You passively gain 5 more Drive each round.


When using Dramatic attacks:
You gain an additional point of Hype.
When using Efficient attacks:
You restore 3 Drive.
When using Forceful or Consistent attacks:
You gain a Buff that applies a Minor bonus to Precision for the next 2 rounds.


Minor bonus to Power
Minor penalty to Endurance.

Saint

The Saint is an exceedingly rare fighter who excels in bringing an end to conflict while causing minimum, if any, harm.
In addition to having extremely high staying power and sustaining ability, they can deplete huge quantities of the foe's resources by trading away their own damage.

Support Ability:
After your attack, you heal a Considerable amount of the damage you took last round.


When using the Bolster or Focus actions:
Your attack deals no damage. Instead, the opponent loses 1 Drive for every 15 points of damage that it would have done.
When using the Maneuver, Guard, or Rally actions:
The next time you are attacked, an Overwhelming amount of that damage is prevented. You lose 1 Drive for every 15 points of damage prevented in this way.


When a Debuff or Damage Over Time effect is applied to you, there is a 50% chance the same effect will apply to the attacker as well.
All Buffs you apply last an additional turn.

Spotter

A true Spotter bides their time, minimizes harm coming their way, looks for opportunities as they come, and then takes them the moment they appear.
The Spotter is served well by flexibility to exploit a chance of weakness at any given time.

Support Ability:
Moderate bonus to Precision.


When using the Bolster or Focus actions:
At the beginning of their turn, the Support target gains a Solid bonus to a randomly chosen type of attack.
At the beginning of their turn, the Support target gains a Solid bonus to a randomly chosen defensive action.
When using the Maneuver or Guard actions:
The Support target gains 2 points of Hype.
When using the Rally action:
If the Support target misses their next attack, the attack is rolled again, and the new result applies.


Moderate bonus to Endurance.
Moderate bonus to Mitigation.
Your maximum HP is decreased by 50 points.

Tactician

The Tactician integrates their ally's power as an extension of their own, wielding their prowess to heighten the effects of their combined assaults, defenses, and recovery tactics.
They work equally well with an ally to depend on, and maintaining full control themselves.

Support Ability:
Minor bonus to Precision.


When using Forceful Attacks:
The Support target gains a Moderate bonus to Power on their next attack.
The Support target gains a Moderate bonus to Precision on their next attack
This applies to the current attack when used for self-support.
When using Consistent attacks:
The Support target gains a Solid bonus to Mitigation on their next defense.
The Support target gains a Solid bonus to Endurance on their next defense.
When using Efficient Attacks:
The Support target gains 5 Drive.
When using Dramatic attacks:
The Support target gains 2 Hype.


Minor bonus to Power.
Minor bonus to Mitigation.
Minor bonus to Endurance.

Witch

The Witch is a fully offensively focused supporting role, with varied attacks that grant additional utility in softening an enemy up, to their already fairly substantial and very efficient attacks.
They can turn just about any ally into a highly effective attacker all on their own.


Support Ability:
Moderate bonus to Precision.
Moderate bonus to Power.


When using Consistent attacks:
The Support target’s next attack applies a Debuff with a Minor penalty to a random stat for 1 round.
When using Forceful attacks:
The Support target gains HP equal to a Tiny amount of the damage they deal on their next attack.
When using Dramatic attacks:
If the Support target’s next attack results in a Solid or Critical Hit, the opponent loses a point of Hype.


Minor bonus to Power.
Minor bonus to Precision.
Your attacks cost 3 less Drive.
Your maximum HP is decreased by 25 points.


Quirks:

Quirks represent the personalized form that each Archetype takes in the hands of a living 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 with 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.

Offensive Quirks:

Offensive Quirks aid the character in dealing damage, some way or another. Static boosts can be great for rounding out an offensively weak character, or compounding a heavy damage dealing specialist’s basic attack. More elaborate effects can change the result of a hit roll, power up specific damage types, or grant huge situational attack capabilities, opening up unique options and combining with the abilities of many Archetypes to great effect.

Aim Assist

Whenever your attacks result in a Miss, there is a 50% chance the attack will be rolled again, and the new result applies. This can only happen once per attack.

Calibrated Weaponry

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

Certain Kill

Your natural Critical Hits increase their damage by a Substantial amount. Does not stack with other damage multipliers except for Pushes.

Elegant Stance

Significant bonus to Precision.
Moderate penalty to Power.
You cannot use Forceful attacks.

Experimental Weaponry

When using Forceful or Consistent attacks:
You have a 75% chance of gaining a Solid bonus to the attack.
You have a 25% chance of taking a Minor penalty to the attack.

Exsanguination

Your attacks increase their damage by a Small amount against an opponent suffering from a Damage Over Time effect.
When Damage Over Time effects applied by you are cured, you gain a point of Hype.

Heavy Weaponry

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

Hyper Mode

Solid bonus to Precision.
Solid bonus to Power.
Moderate penalty to Endurance.
Moderate penalty to Mitigation.

Keen Eye

Moderate bonus to Precision.

Killer Instinct

Minor bonus to Precision.
Minor bonus to Power.

Last Word

When you are at one quarter HP or below, you gain a Massive bonus to Consistent and Forceful attacks.

Mighty

Moderate bonus to Power.

Momentum

Whenever you receive a Solid Hit or Critical Hit, your next attack gains a Significant bonus to Power. Multiple attack bonuses are stored.

Predictive Targeting

Your opponent takes a Superior penalty to their defense when they use the same action (Focus, Bolster, Maneuver, Guard, Rally) two or more times in a row.

Riposte

Whenever you receive a Close Call or Miss, your next attack gains a Solid bonus to Precision. Multiple attack bonuses are stored.

Stimulants

Solid bonus to Power.
Minor bonus to Precision.
Your maximum HP is reduced by 50 points.

Toxicity

Whenever a Debuff or Damage Over Time effect applied by you would end for any reason, there is a 50% chance it will continue for 1 more round. This can only happen once per effect.

Unwieldy Strength

Significant bonus to Power.
Moderate penalty to Precision.
You cannot use Consistent attacks.

Versatile Attacks

Moderate bonus to Consistent attacks.
Moderate bonus to Forceful attacks.
Minor bonus to Efficient attacks.
Minor bonus to Dramatic attacks.

Withering

You decrease the damage you take from opponents suffering from a Debuff effect by a Small amount.
When Debuff effects applied by you are cured, you gain a point of Hype.

Defensive Quirks:

Defensive Quirks are those quirks that specialize instead in keeping a character alive. Static bonuses can shore up weak defenses, especially those that have been traded in for higher attack power, but many more complex Quirks can take advantage of a character’s existing options and patterns of play to mitigate the things that threaten them most, or provide crucial survivability while they build up their resources, or after they fire their biggest attacks.

Ablative Barrier

When any attack deals over 350 damage to you, reduce its damage by 60, and by an additional 10 for every 50 further points of damage. This can only happen once.

Anticipation

Your opponent takes a Superior penalty to their attack whenever they use the same attack type (Consistent, Forceful, Dramatic, Efficient) two or more times in a row.

Cloaking

Whenever you hit by a Close Call, there is a 30% chance it will become a Miss instead. Does not stack with other hit downgrade effects.
Your maximum HP is decreased by 50 points.

Convenient Keepsake

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, such as Damage Over Time effects, cannot reduce you to 0 HP until the start of your next turn. This can only happen once.

Fortified Defenses

Any Critical Hit you take has a 50% chance to become a Solid Hit. Does not stack with other hit downgrade effects.

Heavy Armor

Significant bonus to Endurance.
Moderate penalty to Mitigation.

Hit and Run

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

Immunized

You gain a Solid buff to Endurance for 2 turns the first time you are affected by a Damage Over Time or Debuff effect. This can reactivate as many times as there are opponents beyond the first.
Your maximum HP is increased by 35 points.

Last Chance

When you are at one quarter HP or below, you gain an Extreme bonus to the Guard and Maneuver actions.

Point Defense

When using the Guard, Maneuver, or Rally actions:
You have a 75% chance of gaining a Solid bonus to the action.
You have a 25% chance of taking a Minor penalty to the action.

Quick Reflexes

Moderate bonus to Mitigation.

Regeneration

After your attack, you heal a Small amount of the damage you took last round.

Resilience

Moderate bonus to Endurance.

Shield User

Any Close Call that damages you has its damage decreased by a Substantial amount.
Minor penalty to Power.

Siege Mode

Significant bonus to Endurance.
Significant bonus to Mitigation.
Solid penalty to Precision.
Solid penalty to Power.

Stand and Deliver

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

Staying Power

Your maximum HP is increased by 60 points.

Stripped Down

Significant bonus to Mitigation.
Moderate penalty to Endurance.

Survival Instinct

Minor bonus to Endurance.
Minor bonus to Mitigation.

Tenacity

Minor bonus to Endurance.
Your maximum HP is increased by 30 points.

Vanish

After you receive a Critical Hit, the next attack against you of level 2 or higher has a 30% chance of becoming a Miss. The attack may not be rerolled, but effects that upgrade hit levels may apply.

Balanced Quirks:

Balanced Quirks can do a bit of anything. While many boost a character’s offense or defense in various ways, they never do exclusively one or the other. Some can be simply more balanced spreads of flat bonuses, but many have to do with helping the character manage their resources, provide unique windows of opportunity, give the character something back in a different area than the one they’ve specialized in, or aid in team synergy.

Adrenaline

After losing a quarter of your HP, you gain a Minor bonus to Power.
After losing half of your HP, you gain a Minor bonus to Endurance.
After losing three quarters of your HP, your Power and Endurance bonuses increase to Moderate.

Bag of Tricks

All Pushes you use have a 100% chance, divided by the Hype cost of the Push, to refund the Hype spent to activate them. This is only checked once, and is reset after each of your attacks.

Bloodthirsty

Whenever you deal damage, you regain HP equal to a Small amount of the damage you dealt. This includes Damage Over Time effects, but does not include self-damage on the part of your opponent.

Destiny

When your or your opponent’s attacks are a Critical Hit or Miss, you gain 2 points of Hype. This can only happen once per hit result, meaning that this can happen only 4 times in one battle. Each instance can reactivate as many times as there are opponents beyond the first.

Efficiency

You passively gain 1 more Drive each round.
Your Efficient attacks cost 1 less Drive per attack level.

Fighting Spirit

You passively gain 3 more Drive each round.
The Rally action recovers 2 more Drive.

Finesse

Minor bonus to Precision. Minor bonus to Mitigation.

Genius

You passively gain an additional point of Hype each round.

Honor Bound

If your opponent attacks first, you do not gain bonus Drive as normal.
If you attack first, you take a Significant penalty to all stats until your next turn.
Your maximum HP is increased by 150 points.

Improvisation

Solid bonus to a randomly chosen attack or action each turn.
Moderate penalty to a randomly chosen attack or action each turn.

Inspiration

You have a 20% chance for any of the following to occur at the start of each of your turns. Only one result may occur. You recover 5 points of Drive. You gain a point of Hype. You gain a Moderate bonus to Power on your next attack. You gain a Moderate bonus to Precision on your next attack. You heal a Small of the damage you took last round.

Last Stand

When you fall to one quarter HP or below, you immediately gain 15 Drive, multiplied by number of opponents. This can only happen once.

Overcharged

Minor bonus to Precision.
Minor bonus to Power.
Minor bonus to Endurance.
Minor bonus to Mitigation.
Your maximum HP is decreased by 50 points.

Prep Time

You begin the battle with 3 more Hype, multiplied by number of opponents.
Solid bonus to Endurance when you are first targeted with an attack of level 3 or higher. This can reactivate as many times as there are opponents beyond the first.
Solid bonus to Mitigation when you are first targeted with an attack of level 3 or higher. This can reactivate as many times as there are opponents beyond the first.

Repertoire

When using the Focus and Bolster actions:
Minor bonus to Endurance and Mitigation on your next turn.
When using the Guard and Maneuver actions:
Minor bonus to Precision and Power on your next turn.

Revenge

Whenever you receive a Solid Hit or Critical Hit, you gain Drive equal to the level of the attack that hit you.
You passively gain 1 more Drive each round.

Selfless

When using your Support Ability on another, you gain one fifth of the total Drive spent by the support target on their last turn, at the start of your turn.
Minor penalty to Mitigation.

Solidity

Minor bonus to Power.
Minor bonus to Endurance.

Team Support

When using your Support action on another player, they heal a Small amount of the damage they took last round after their defense.

Unbreakable

Whenever you would lose Drive for any other reason than spending Drive for an attack or Archetype effect, you lose 3 less Drive.
You passively gain 2 more Drive each round.


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 a 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.

Armor Slayer

When you activate, your next attack deals 20 more damage, regardless of all bonuses, penalties, and multipliers. This effect stacks, and may be activated multiple times on one attack, but a single attack can only benefit from as many activations as its level. Activations in excess of the attack's level are refunded. Can be activated 8 times per battle, multiplied by number of opponents.

Combo Multiplier

Each time you resolve an attack against your opponent, you gain a Small increase to your attack damage, which may stack multiple times. If you are fighting multiple opponents, you gain each stack after you have attacked as many times as there are opponents.

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. Each type of Debuff can only be activated once per battle, multiplied by number of opponents, and cannot be cured, stacked, or converted by Coup de Gras.

Execution

When you activate, your next attack's damage is entirely converted into a Damage Over Time effect, which last three turns, with an Overwhelming bonus to its damage on each turn. This Damage Over Time effect begins immediately, cannot be cured, stacked, or converted by Coup de Gras.

Impervious

When you activate, you spend 2 points of Hype. If the next attack against you deals damage no greater than 15% of your maximum HP, its damage is instead reduced to 0.

Just That Good

You have a passive Minor bonus to Power, Precision, Endurance, and Mitigation, and you begin the battle with 3 more Hype multiplied by number of opponents.

Killer Move

At the beginning of each round after your defense, you gain 20% charge, and an additional 1 Drive. When you have 100% charge, the next time you use a level 4 or 5 attack, you gain an Extreme bonus to Power and Precision which lasts until the end of the round, and your charge is reduced by 100%. When you activate, you spend 5 points of Hype and instantly gain 20% charge and 8 Drive. You can only activate once per battle, and the Hype cost and Drive gain of doing so is multiplied by the number of opponents.

Maximum Hype

When you activate, you instantly gain 6 Hype, and another 6 Hype on your next turn. This Hype can exceed your maximum, but Hype cannot be gained while you are over your maximum. Can only be activated once per battle, multiplied by number of opponents, and cannot be activated on the first round.

Multi-Stage Defense

You begin each battle with 5 stacking buffs that decrease incoming attack damage against you by a Small amount. Each time you resolve a defense against an attack, you lose a stack. If you are fighting multiple opponents, you lose each stack after you have defended as many times as there are opponents.

Perfect Strike

You gain a pool of 5 targeting points multiplied by number of opponents. 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, but you take a stacking Minor penalty to Power during your attack for each targeting point spent on it. If the attack would already be a Critical Hit, you gain an Extreme bonus to Precision for one round instead.

Resurrection

When you activate, you recover 20% of your max HP, but take a Significant penalty to Endurance and Mitigation for one turn. Can only be activated once per battle.

Turbo Overdrive

When you activate, you instantly gain 25 Drive that can exceed your maximum. Further Drive cannot be gained while you are over your maximum. Can only be activated once per battle, multiplied by number of opponents.

Ultimate Defense

When you activate, spend 5 Drive. The 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, multiplied by number of opponents. If any activations would apply to an attack of 0 damage, including a Miss, the Drive and activations spent are refunded.

Untouchable

You gain a pool of 5 evasion points multiplied by number of opponents. When you activate, the next attack against you spends 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, but you take a stacking Minor penalty to Endurance against the attack for each evasion point spent against it. If the attack would already be a Miss, you gain an Extreme bonus to Mitigation for one round instead.