Difference between revisions of "Archetypes, Assists, Quirks, Signatures"

From Multiverse Crisis MUSH
Jump to: navigation, search
(Specialists:)
(Defensive Quirks:)
 
(209 intermediate revisions by the same user not shown)
Line 1: Line 1:
 
=Archetypes:=
 
=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:==
+
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.
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===
+
==Powerhouses:==
The workhorse. The Mario. The tried and true. The All-Star is the jack of all trades without the mediocrity.<br>
+
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.<br>
+
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.
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
Your maximum HP is increased by ''15'' points.<br>
+
You passively gain ''5'' more Drive each round.<br>
+
  
===Marksman===
+
===All Star - The All Around Powerhouse===
The Marksman is the type of fighter who hits often and hits where it hurts.<br>  
+
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.<br>
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.
+
Your passive Hype gain is increased by ''1''.<br>
 +
You begin each battle with ''2'' Hype instead of 0.<br>
 +
Your passive Drive gain is increased by ''5''.<br>
 +
Your maximum HP is increased by ''60''.<br>
  
''Significant'' bonus to Precision.<br>
+
===Unstoppable - The Power Powerhouse===
''Moderate'' bonus to the Focus action.<br>
+
You cannot make Forceful attacks, but all of your attacks are counted as Forceful in addition to their actual type.<br>
''Moderate'' bonus to Consistent attacks.<br>
+
''Moderate'' bonus to Power.<br>
''Minor'' bonus to the Maneuver action.<br>
+
''All attacks'' you make gain the effect of a free Attack I Push.<br>
''Minor'' bonus to Forceful attacks.<br>
+
'''Consistent Attacks:'''<br>
 
+
A Close Call deals a ''Superior'' amount more damage.<br>
===Bruiser===
+
A Solid Hit deals a ''Significant'' amount more damage.<br>
The Bruiser is a heavy hitter who swings hard and hits for big damage.<br>
+
'''Efficient Attacks:'''<br>
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.
+
No ''Minor'' penalty to Power and Precision.<br>
 
+
You gain ''1'' Hype.<br>
''Significant'' bonus to Power.<br>
+
'''Dramatic Attacks:'''<br>
''Moderate'' bonus to the Bolster action.<br>
+
The free Attack I Push becomes Attack II.<br>
''Moderate'' bonus to Forceful attacks.<br>
+
''Minor'' bonus to the Guard action.<br>
+
''Minor'' bonus to Consistent attacks.<br>
+
 
+
 
+
===Tough Guy===
+
Many times, what determines the winner is who is left standing at the end.<br>
+
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.<br>
+
''Significant'' bonus to the Guard action.<br>
+
''Moderate'' bonus to the Maneuver action.<br>
+
Your maximum HP is increased by ''30'' points.<br>
+
 
+
===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.<br>  
+
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.<br>
+
''Significant'' bonus to the Maneuver action.<br>
+
''Moderate'' bonus to the Guard action.<br>
+
You passively gain ''1'' more Drive each round.<br>
+
 
+
===Hero===
+
Rather than being defined by their style, the Hero is defined by their ability to give everything 110%. <br>
+
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.<br>
+
The Rally action recovers ''3'' more Drive.<br>
+
''Moderate'' bonus to the Bolster action.<br>
+
Your maximum HP is increased by ''75'' points.<br>
+
 
+
===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.<br>  
+
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.
+
  
 +
===Inerrable - The Precision Powerhouse===
 +
You cannot make Consistent attacks, but all of your attacks are counted as Consistent in addition to their actual type.<br>
 
''Moderate'' bonus to Precision.<br>
 
''Moderate'' bonus to Precision.<br>
''Moderate'' bonus to Mitigation.<br>
+
''All attacks'' you make that Miss are rerolled. This can only happen once per attack.<br>
''Moderate'' bonus to Consistent attacks.<br>
+
All attacks you make that initially score a Critical Hit deal a ''Major'' amount more damage.<br>
''Moderate'' bonus to the Maneuver action.<br>
+
'''Forceful Attacks:'''<br>
''Moderate'' bonus to the Focus action.<br>
+
An extra attack is rolled and discarded. If it was a Solid Hit or Critical Hit, your attack deals a ''Major'' amount more damage.<br>
 +
''Minor'' bonus to Power.<br>
 +
'''Efficient Attacks:'''<br>
 +
The attack has a ''20%'' chance to upgrade one Hit Level.<br>
 +
The attack costs ''1'' less Drive.<br>
 +
'''Dramatic Attacks:'''<br>
 +
Apply a ''Moderate'' Debuff to both Power and Precision for 1 turn.<br>
  
===Slugger===
+
===Immovable - The Endurance Powerhouse===
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.<br>  
+
You cannot Guard, but all of your defenses are counted as a Guard action in addition to their actual type.<br>
The Slugger is straightforward, but not easily outplayed, and so doesn’t suffer for consistency or the ability to avoid the hardest hits.
+
''All attacks'' made against you deal ''20'' less damage.<br>
 
+
''Moderate'' bonus to Power.<br>
+
 
''Moderate'' bonus to Endurance.<br>
 
''Moderate'' bonus to Endurance.<br>
''Moderate'' bonus to Forceful attacks.<br>
+
'''Maneuver Defenses:'''<br>
''Moderate'' bonus to the Guard action.<br>
+
If you take a Critical Hit, it has a ''70%'' chance of downgrading to a Solid Hit.<br>
''Moderate'' bonus to the Bolster action<br>
+
You have a ''30%'' chance of gaining ''1'' Hype.<br>
 +
''Moderate'' bonus to Endurance.<br>
 +
'''Bolster or Focus Defenses:'''<br>
 +
''Moderate'' bonus to both Power and Precision on your next attack.<br>
 +
'''Rally Defenses:'''<br>
 +
You heal ''15%'' of the damage you take from the attack.<br>
  
===Striker===
+
===Untouchable - The Mitigation Powerhouse===
The Striker’s claim to fame is their offense, but it’s just as diverse as it is intimidating.<br>
+
You cannot Maneuver, but all of your defenses are counted as a Maneuver action in addition to their actual type.<br>
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.
+
''All attacks'' made against you have a ''25%'' chance to downgrade one hit step.<br>
 
+
''Moderate'' bonus to Precision.<br>
+
''Moderate'' bonus to Power.<br>
+
''Significant'' bonus to Consistent attacks.<br>
+
''Significant'' bonus to Forceful attacks.<br>
+
''Significant'' bonus to Dramatic attacks.<br>
+
 
+
===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.<br>
+
Opponents must focus on cracking their tough defenses, but not overextending; they can retaliate as well as anyone else.
+
 
+
''Moderate'' bonus to Endurance.<br>
+
 
''Moderate'' bonus to Mitigation.<br>
 
''Moderate'' bonus to Mitigation.<br>
''Significant'' bonus to the Guard action.<br>
+
'''Guard Defenses:'''<br>
''Significant'' bonus to the Maneuver action.<br>
+
You reduce the damage of a Close Call by a ''Superior'' amount, or a Solid Hit by a ''Solid'' amount.<br>
Your maximum HP is increased by ''15'' points.<br>
+
'''Bolster or Focus Defenses:'''<br>
 +
You gain ''3'' Drive.<br>
 +
'''Rally Defenses:'''<br>
 +
You gain ''1'' Hype.<br>
  
===Freestylist===
+
===Destroyer - The Offensive Powerhouse===
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.<br>  
+
''Solid'' bonus to both Power and Precision.<br>
They fluidly shift their focus as desired to have the greatest impact where and when it counts.
+
Your passive Drive gain is increased by ''3''.<br>
 +
'''Forceful Attacks:'''<br>
 +
The attack gains the effect of a free Attack I Push.<br>
 +
'''Consistent Attacks:'''<br>
 +
The attack has a ''50%'' chance to upgrade one Hit Level as long as it doesn't Miss.<br>
 +
The attack deals a ''Solid'' amount less damage.<br>
 +
A natural Critical Hit gains a ''Significant'' bonus to Power.<br>
 +
'''Efficient Attacks:'''<br>
 +
The attack costs ''X'' less Drive, where ''X'' is the level of the attack.<br>
 +
''Minor'' bonus to both Power and Precision.<br>
 +
'''Dramatic Attacks:'''<br>
 +
The attack's chance to generate Hype is ''doubled.''<br>
 +
''Minor'' bonus to both Power and Precision.<br>
  
''Significant'' bonus to Consistent attacks.<br>
+
===Survivor - The Defensive Powerhouse===
''Significant'' bonus to Forceful attacks.<br>
+
''Solid'' bonus to both Endurance and Mitigation.<br>
''Significant'' bonus to Efficient attacks.<br>
+
Your maximum HP is increased by ''60''.<br>
''Significant'' bonus to Dramatic attacks.<br>
+
'''Guard Defenses:'''<br>
''Significant'' bonus to the Focus action.<br>
+
Reduce the damage you take by ''20''.<br>
''Significant'' bonus to the Bolster action.<br>
+
You heal ''30'' HP on a Miss.<br>
''Significant'' bonus to the Guard action.<br>
+
'''Maneuver Defenses:'''<br>
''Significant'' bonus to the Maneuver action.<br>
+
You take a ''Major'' amount less damage from a Close Call.<br>
The Rally action recovers ''2'' more Drive.<br>
+
You take a ''Solid'' amount less damage from a Solid Hit.<br>
 +
You take a ''Moderate'' amount less damage from a Critical Hit.<br>
 +
You heal ''10'' HP on a Miss.<br>
 +
'''Bolster or Focus Defenses:'''<br>
 +
You gain ''7'' Drive.<br>
 +
'''Rally Defenses:'''<br>
 +
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.<br>
  
===Challenger===
+
===Aspirant - The Self-Strengthening Powerhouse===
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.<br>  
+
'''Forceful Attacks:'''<br>
They get the build-up over and done with at the start, and can swing anything they like right from the word go.
+
''Solid'' bonus to Power for the rest of the fight.<br>
 +
Can stack once.<br>
 +
'''Consistent Attacks:'''<br>
 +
''Solid'' bonus to Precision for the rest of the fight.<br>
 +
Can stack once.<br>
 +
'''Efficient Attacks:'''<br>
 +
Your attacks cost ''4'' less Drive for the rest of the fight.<br>
 +
Can stack once.<br>
 +
'''Dramatic Attacks:'''<br>
 +
Your have a ''150%'' chance to gain Hype after your defense for the rest of the fight.<br>
 +
Can stack once.<br>
 +
'''Guard Defenses:'''<br>
 +
''Solid'' bonus to Endurance for the rest of the fight.<br>
 +
Can stack twice.<br>
 +
'''Maneuver Defenses:'''<br>
 +
''Solid'' bonus to Mitigation for the rest of the fight.<br>
 +
Can stack twice.<br>
 +
'''Bolster Defenses:'''<br>
 +
''Solid'' bonus to Power for the rest of the fight.<br>
 +
Cannot stack.<br>
 +
'''Focus Defenses:'''<br>
 +
''Solid'' bonus to Precision for the rest of the fight.<br>
 +
Cannot stack.<br>
 +
'''Rally Defenses:'''<br>
 +
You gain ''5'' more Drive after your defense for the rest of the fight.<br>
 +
Cannot stack.<br>
  
Your maximum HP is increased by ''120'' points.<br>
+
===Demoralizer - The Malus Powerhouse===
Your maximum Drive is increased to ''120''.<br>
+
All attacks you make increase the cost of using Cure by ''1'' for the target's turn.<br>
You begin each fight with ''20'' more Drive.<br>
+
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.<br>
You begin each fight with ''2'' more Hype.<br>
+
''Moderate'' bonus to Precision.<br>
 +
''Minor'' bonus to both Endurance and Mitigation.<br>
 +
'''Forceful Attacks:'''<br>
 +
The attack gains the benefits of a free Venom II Push.<br>
 +
'''Consistent Attacks:'''<br>
 +
The attack gains the benefits of a free Deplete II Push.<br>
 +
'''Efficient Attacks:'''<br>
 +
The attack gains the benefits of a free Debuff II Push to both Endurance and Mitigation.<br>
 +
''Moderate'' penalty to both Power and Precision.<br>
 +
'''Dramatic Attacks:'''<br>
 +
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.<br>
  
==Specialists:==
+
===Hero - The Drive Powerhouse===
 +
Your maximum Drive is increased to ''120'' and you begin each battle with ''90'' Drive.<br>
 +
Your passive Drive gain is increased by ''10''.<br>
 +
'''Light Attacks:'''<br>
 +
The attack costs ''0'' Drive instead of ''-5'' Drive.<br>
 +
''Solid'' bonus to both Endurance and Mitigation on your next defense.<br>
 +
'''Standard - Heavy Attacks:'''<br>
 +
The attack costs ''1'' - ''2'' less Drive.<br>
 +
''Moderate'' bonus to the attack.<br>
 +
'''Deadly - Finishing Attacks:'''<br>
 +
Pay an additional ''7 - ''10'' Drive.<br>
 +
''Significant'' bonus to both Power and Precision.<br>
  
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.
+
===Arsenal - The Hype Powerhouse===
 +
You cannot make Dramatic attacks, but all of your attacks are counted as Dramatic in addition to their actual type.<br>
 +
Your maximum Hype is increased to ''20''.<br>
 +
Your passive Hype gain is increased by ''3''.<br>
 +
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.<br>
  
===Ace===
+
===Immortal - The Regeneration Powerhouse===
The Ace is all about staying collected, in control, and on top of the fight.<br>
+
You heal a ''Major'' amount of the damage you take from all attacks.<br>
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.
+
Your maximum HP is increased by ''100''.<br>
 +
'''Guard or Maneuver Defenses:'''<br>
 +
You heal an additional ''Major'' amount of the damage you take from the attack.<br>
 +
'''Bolster or Focus Defenses:'''<br>
 +
You heal a ''Major'' amount of the damage you deal on your next attack.<br>
 +
'''Rally Defenses:'''<br>
 +
You heal ''25'' HP.<br>
  
''Minor'' bonus to all stats when at the Ready Drive level or higher.<br>
+
===Icon - The Team Powerhouse===
''Minor'' bonus to Precision and Power when at the Primed! Drive level.<br>
+
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.<br>
All of your attacks cost ''5'' less Drive.<br>
+
'''Support:'''<br>
''Double'' penalties from the Lagging Drive level and lower.<br>
+
Your passive Drive gain is increased by ''6''.<br>
''Double'' HP loss from the Wavering Drive level.<br>
+
You have a ''120%'' chance of generating Hype in addition to your passive Hype gain.<br>
''Moderate'' penalty to Efficient attacks.<br>
+
'''Guard, Maneuver, Focus, and Bolster Defenses:'''<br>
 +
''Moderate'' bonus to the Defense.<br>
 +
'''Rally Defenses:'''<br>
 +
Gain ''4'' more Drive.<br>
  
===Arsenal===
+
===Aegis - The Protective Powerhouse===
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.<br>  
+
''Moderate'' bonus to Endurance.<br>
Their deadly repertoire/collection easily makes up for being slightly less developed fighters overall.
+
Your maximum HP is increased by ''60''.<br>
 +
You have a ''50%'' chance of resisting one status effect applied to you each turn, starting from the most powerful.<br>
 +
'''Support:'''<br>
 +
You take a ''Superior'' amount less damage from all attacks.<br>
 +
'''Rally Defenses:<br>'''
 +
A ''Superior'' amount of the damage all of your support targets take is dealt to you instead.<br>
 +
All status effects that would be inflicted on support targets are inflicted on you instead.<br>
  
''Major'' bonus to any attack or defensive action you augment with a Push.<br>
+
===Panacea - The Healing Powerhouse===
You passively gain ''2'' additional points of Hype each round.<br>
+
'''Finishing Dramatic Attacks:'''<br>
''Minor'' penalty to Precision.<br>
+
You deal ''no'' damage.<br>
''Minor'' penalty to Power.<br>
+
Your support target heals ''25%'' of their maximum HP.<br>
''Minor'' penalty to Endurance.<br>
+
Can only trigger ''once''. Consumes the once per fight use of Second Wind.<br>
''Minor'' penalty to Mitigation.<br>
+
'''Support:'''<br>
Your maximum HP is decreased by ''50'' points.<br>
+
The Cure, Recharge, Repair, or Recover Push costs ''1'' less Hype for you to use, once per turn.<br>
 +
Heal a ''Moderate'' amount of your maximum HP after defending.<br>
 +
''Moderate'' bonus to Endurance.<br>
  
===Aspirant===
+
==Specialists==
An Aspirant might not initially look like much, but when things get tough, they get going.<br>
+
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:''<br>
+
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.
You gain a Buff that applies a Moderate bonus to Precision for the next 2 rounds.<br>
+
''When using Forceful attacks or the Bolster action:''<br>
+
You gain a Buff that applies a Moderate bonus to Power for the next 2 rounds.<br>
+
''When using the Guard action:''<br>
+
You gain a Buff that applies a Moderate bonus to Endurance for the next 2 rounds.<br>
+
''When using the Maneuver action:''<br>
+
You gain a Buff that applies a Moderate bonus to Mitigation for the next 2 rounds.<br>
+
''When using Efficient attacks or the Rally action:''<br>
+
You gain ''3'' Drive at the start of your turn for the next 2 rounds.<br>
+
''When using Dramatic attacks:''<br>
+
You gain ''1'' Hype at the start of your turn for the next 2 rounds.<br>
+
  
 +
===Paragon - The Versatility Specialist===
 +
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.<br>
 +
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.<br>
 +
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.<br>
 +
Once you land a Critical Hit, or two Solid Hits, you gain a Precision Badge.<br>
 +
Once you cause an opponent to Miss you, or you take two Close Calls, you gain a Mitigation Badge.<br>
 +
Once you've spent at least ''8'' Hype, you gain a Hype Badge.<br>
 +
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.<br>
 +
'''Power Badge:'''<br>
 +
You deal a ''Solid'' amount more damage with all attacks.<br>
 +
'''Precision Badge:'''<br>
 +
You deal a ''Superior'' amount more damage on Solid Hits and Critical Hits.<br>
 +
'''Endurance Badge:'''<br>
 +
You take a ''Solid'' amount less damage from all attacks.<br>
 +
'''Mitigation Badge:'''<br>
 +
You take a ''Major'' amount less damage from Close Calls and gain ''5'' Drive when your opponent Misses.<br>
 +
'''Hype Badge:'''<br>
 +
Your attacks have an additional ''160%'' chance to generate Hype.<br>
  
Whenever one of your Buffs is forcibly removed, gain ''5'' Drive.<br>
+
===Demolisher - The Power Specialist===
You begin each fight with a Buff that applies a Minor bonus to all stats for 1 round.<br>
+
''Significant'' bonus to Power.<br>
You begin each fight with 2 more Hype.<br>
+
''Moderate'' penalty to Precision.<br>
 +
''Minor'' penalty to both Endurance and Mitigation.<br>
 +
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''.<br>
 +
Your maximum ''Smash'' is ''50''.<br>
 +
'''Forceful Attacks:'''<br>
 +
Spend ''4'' Smash times the level of attack. You gain a ''35%'' chance of gaining Hype per ''Smash'' spent this way.<br>
 +
'''Consistent Attacks:'''<br>
 +
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.
 +
<br>
 +
'''Efficient Attacks:'''<br>
 +
Spend ''2 Smash'' times the level of attack. You gain ''1'' Drive per ''Smash'' spent this way.<br>
 +
'''Dramatic Attacks:'''<br>
 +
You gain ''1'' additional ''Smash''. No ''Smash'' is spent.<br>
  
===Assassin===
+
===Assassin - The Precision Specialist===
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.<br> Beware of missing the mark, but don’t be too weak to finish the job.
+
''Significant'' bonus to Precision.<br>
 +
''Moderate'' penalty to Power.<br>
 +
''Minor'' penalty to both Endurance and Mitigation.<br>
 +
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.<br>
 +
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.<br>
 +
Upon achieving each Step of your ''Plan'' you immediately gain the benefit of the Step or Steps.<br>
 +
'''Step 1:'''<br>
 +
You have a ''Solid'' bonus to Precision as long as you are at Step 1.<br>
 +
'''Step 2:'''<br>
 +
Your attack depletes the opponent's Drive by ''5''.<br>
 +
'''Step 3:'''<br>
 +
Your next defense has a ''150%'' chance of generating Hype.<br>
 +
'''Step 4:'''<br>
 +
You gain ''5'' Drive.<br>
 +
'''Step 5:'''<br>
 +
You regain ''2'' Targeting Points.<br>
 +
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.<br>
  
''When using the Focus Action:''<br>
+
===Juggernaut - The Endurance Specialist===
A Solid Hit on your attack has a ''35%'' chance of becoming a Critical Hit.<br>
+
''Significant'' bonus to Endurance.<br>
A natural Critical Hit on your attack increases its damage by an ''Overwhelming'' amount.<br>
+
''Moderate'' penalty to Mitigation.<br>
A Close Call on your attack decreases its damage by a ''Substantial'' amount.<br>
+
''Minor'' penalty to both Power and Precision.<br>
''When using the Maneuver Action:''<br>
+
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''.<br>
If you receive a Close Call, you reduce the damage you take by an ''Overwhelming'' amount.<br>
+
Your maximum ''Steam'' is ''500''.<br>
If you receive a Critical Hit, you increase the damage you take by a ''Substantial'' amount.<br>
+
'''Steam:'''<br>
''When using the Rally Action:''<br>
+
As your Steam crosses total thresholds, you gain stacking bonuses.<br>
''Solid'' bonus to Mitigation.<br>
+
At ''25/125/225/325/425 Steam'', you gain a ''50%'' chance to gain Hype on each attack.<br>
 +
At ''50/150/250/350/450 Steam'', you gain a ''Minor'' bonus to Endurance.<br>
 +
At ''75/175/275/375/475 Steam'', you gain a ''Minor'' bonus to Power.<br>
 +
At ''100/200/300/400/500 Steam'', your passive Drive gain is increased by ''2''.<br>
  
 
+
===Ace - The Mitigation Specialist===
''Solid'' bonus to Precision.<br>
+
''Significant'' bonus to Mitigation.<br>
''Solid'' bonus to Mitigation.<br>
+
 
''Moderate'' penalty to Endurance.<br>
 
''Moderate'' penalty to Endurance.<br>
 +
''Minor'' penalty to both Power and Precision.<br>
 +
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.<br>
 +
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.<br>
 +
You can store a maximum of ''5 Openings''.<br>
 +
'''Opening:'''<br>
 +
When using any defense except the Rally defense, you expend all ''Openings'' you have stored, up to a maximum of ''4'' per defense.<br>
 +
Consuming multiple ''Openings'' causes the effects of a defense to stack, once per ''Opening''.<br>
 +
'''Guard Defense:'''<br>
 +
If the attack is a Close Call, its damage is reduced by a ''Major'' amount.<br>
 +
If the attack is a Solid Hit or Critical Hit, decrease its damage by a ''Solid'' amount.<br>
 +
If the attack is a Miss, you gain ''10'' Drive instead.<br>
 +
'''Maneuver Defense:'''<br>
 +
You gain a ''Solid'' bonus to Mitigation.<br>
 +
You gain ''2'' Drive.<br>
 +
'''Bolster Defense:'''<br>
 +
You gain ''6'' Drive.<br>
 +
You gain ''1'' Hype.<br>
 +
'''Focus Defense:'''<br>
 +
You regain an Evasion Point.<br>
 +
You gain ''1'' Hype.<br>
  
===Berserker===
+
===Blaster - The Offense Specialist===
The Berserker is one who becomes more and more dangerous the longer they stay alive.<br>  
+
''Moderate'' bonus to both Power and Precision.<br>
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.
+
''Moderate'' penalty to both Endurance and Mitigation.<br>
 +
Your passive Drive gain is increased by ''3''.<br>
 +
Your maximum HP is decreased by ''50''.<br>
 +
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.<br>
 +
You have a maximum of ''9'' of each type of ''Blast Point''.<br>
 +
'''Blast Points:'''<br>
 +
When using certain attacks, you expend ''Blast Points''. Each attack will spend as many ''Blast Points'' as possible, up to a maximum of ''4''.<br>
 +
'''Forceful Attacks:'''<br>
 +
Consumes ''Power Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Power and ''2'' Drive.<br>
 +
'''Consistent Attacks:'''<br>
 +
Consumes ''Precision Blast Points''. For each point consumed, gain a ''Moderate'' bonus to Precision and ''50%'' chance to gain Hype.<br>
 +
'''Efficient Attacks:'''<br>
 +
Consumes ''Blast Points'' evenly. For each point consumed, gain ''2'' Drive and ''1'' Hype.<br>
  
''Solid'' bonus to Power.<br>
+
===Sentinel - The Defense Specialist===
After losing ''a quarter'' of your HP, your Power bonus increases to ''Significant'', and you take a ''Minor'' penalty to Precision.<br>
+
''Moderate'' bonus to both Endurance and Mitigation.<br>
After losing ''half'' of your HP, your Power bonus increases to ''Superior'', and your Precision penalty increases to ''Moderate''.<br>
+
''Minor'' penalty to both Power and Precision.<br>
After losing ''three quarters'' of your HP, your Power bonus increases to ''Extreme'', and your Precision penalty increases to ''Solid''.<br>
+
Your passive Drive gain is decreased by ''1''.<br>
 +
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.<br>
 +
Your maximum ''Grit'' is ''50''.<br>
 +
'''Grit:'''<br>
 +
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.<br>
 +
'''Guard Defense:'''<br>
 +
For every ''2 Grit'' expended, convert ''5'' of your normal HP to ''5'' Armor HP. Peril HP is instead restored to normal.<br>
 +
'''Maneuver Defense:'''<br>
 +
For every ''1 Grit'' expended, your Shield HP recharge increases by ''3'' for that turn.<br>
 +
If you have no Shield HP after defending, for every ''1 Grit'' expended, you gain ''2'' Shield HP.<br>
 +
'''Bolster Defense:'''<br>
 +
For every ''5 Grit'' expended, gain ''1'' Hype.<br>
 +
'''Focus Defense:'''<br>
 +
For every ''10 Grit'' expended, heal ''35'' HP.<br>
 +
'''Rally Defense:'''<br>
 +
For every ''5 Grit'' expended, you gain ''3'' more Drive.<br>
  
Your maximum HP is increased by ''120'' points.
+
===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.<br>
 +
'''Power Track:'''<br>
 +
While in a particular Stage, you gain the benefits associated with that Stage, and all previous Stages, which stack.<br>
 +
'''Base:'''<br>
 +
''Minor'' bonus to Power, Precision, Endurance, and Mitigation.<br>
 +
Your passive Drive gain is increased by ''1''.<br>
 +
'''Super:'''<br>
 +
''Minor'' bonus to both Power and Precision.<br>
 +
All of your attacks have a ''75%'' chance to generate Hype.<br>
 +
'''Mega:'''<br>
 +
''Minor'' bonus to both Power and Precision.<br>
 +
You gain ''6'' Drive, once.<br>
 +
'''Hyper:'''<br>
 +
''Reinforce'' your Signature, once.<br>
 +
'''Ultra:'''<br>
 +
You gain ''7'' Hype, once.<br>
  
===Big Four===
+
===Dominator - The Control Specialist===
The Big Four is the time honored arrangement of quirky and versatile specialists with a lovingly crafted set of gimmicks.<br>  
+
''Moderate'' bonus to Precision.<br>
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 begin each battle with ''40 Control''. After each defense, you gain ''15 Control''.<br>
 +
Your maximum ''Control'' is ''100''.<br>
 +
When you spend ''Control'' through a Push, both the cost and effect are multiplier by the tier of Push.<br>
 +
'''Consistent Attacks:'''<br>
 +
''Significant'' bonus to Precision.<br>
 +
''All'' of the attack's damage is dealt as Fade HP.<br>
 +
You have a ''250%'' chance to gain Control, multiplied by the attack's level.<br>
 +
'''Forceful Attacks:'''<br>
 +
''Half'' of the attack's damage is dealt as Peril HP.<br>
 +
You have a ''125%'' chance to gain Control, multiplied by the attack's level.<br>
 +
'''Efficient Attacks:'''<br>
 +
The attack's Drive cost isn't reduced.<br>
 +
The target loses ''1'' - ''2'' - ''3'' Drive on a Close Call - Solid Hit - Critical Hit.<br>
 +
The target has a ''75%'' - ''150%'' - ''250%'' chance to lose Drive on a Close Call - Solid Hit - Critical Hit, multiplied by attack level.<br>
 +
'''Dramatic Attacks:'''<br>
 +
The attack's Drive cost is increased by its level plus one.<br>
 +
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.<br>
 +
If the attack results in a Miss, gain ''1'' Hype.<br>
 +
'''Guard Defense:'''<br>
 +
You expend ''10 Control''.<br>
 +
The attack's damage is reduced by ''20''.<br>
 +
'''Maneuver Defense:'''<br>
 +
You expend ''10'' Control.<br>
 +
You heal a ''Significant'' amount of the damage you take from the attack.<br>
 +
'''Rally Defense:'''<br>
 +
You expend ''15 Control''.<br>
 +
You gain ''2'' Hype.<br>
 +
You gain ''4'' Drive.<br>
 +
'''Break Push''':<br>
 +
You expend ''5 Control''.<br>
 +
The attack deals ''35'' more damage.<br>
 +
The target's Cure and Recover Pushes cost ''1'' more Hype until after your next attack.<br>
 +
'''Debuff Push:'''<br>
 +
You expend ''10 Control''.<br>
 +
The target's next two attacks against you deal ''10'' less damage, and your next two attacks against the target deal ''15'' more damage.<br>
 +
'''Exhaust Push:'''<br>
 +
You expend ''5 Control''.<br>
 +
The target loses ''2-3'' Drive.<br>
 +
'''Damage Over Time Push:'''<br>
 +
You expend ''10'' Control.<br>
 +
You heal a ''Moderate'' amount of the damage of your next two attacks.<br>
 +
'''Tear Push:'''<br>
 +
You expend ''5 Control''.<br>
 +
The amount of Peril HP you inflict is increased by a ''Major'' amount.<br>
 +
'''Jolt Push:'''<br>
 +
You expend ''5 Control''.<br>
 +
The amount of Fade HP you inflict is increased by a ''Superior'' amount.<br>
 +
'''Coup de Grace Push:'''<br>
 +
You must expend ''10 Control'' to use the Coup de Grace X Push successfully.<br>
  
You can equip an additional ''2'' Quirks.<br>
+
===Hot Blooded - The Drive Specialist===
''Minor'' bonus to Precision.<br>
+
Your passive Drive gain is increased by ''5''.<br>
''Minor'' bonus to Power.<br>
+
''Moderate'' bonus to Power.<br>
''Minor'' bonus to Endurance.<br>
+
Whenever you spend Drive, you gain an equal amount of ''Heat'', plus ''20''.<br>
''Minor'' bonus to Mitigation.<br>
+
When you regain Drive, you lose half that much ''Heat''. Losing Drive through a Deplete or Siphon effect or similar counts as spending.<br>
 +
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.<br>
 +
'''Heat:'''<br>
 +
When you use an Efficient Attack, you spend ''Heat'' up to the highest multiple of ''3'' or ''5'' that you have.<br>
 +
For every ''3 Heat'' you spend, the attack's damage adjustment is increased by a ''Minor'' amount.<br>
 +
For every ''5 Heat'' you spend, the attack's basic accuracy is increased by a ''Minor'' amount.<br>
 +
When you use a Rally Defense, you spend ''Heat'' up to the highest multiple of ''4'' you have.<br>
 +
For every ''4 Heat'' you spend, you gain ''1'' Drive. Because you are recovering Drive, the amount of ''Heat'' you lose is effectively double.<br>
  
===Blaster===
+
===Recombinator - The Build Specialist===
The Blaster is a savant at piling on damage exactly when and where it counts.<br>  
+
''Moderate'' penalty to ''all'' attacks and defenses.<br>
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.
+
You gain one additional Prime Quirk.<br>
 +
You gain three additional Quirks.<br>
 +
You can equip and use a second Signature with >setsig2 and >sig2.<br>
 +
'''Recombine:'''<br>
 +
You can ''Recombine'' twice per battle. When you ''Recombine'', you take ''30'' damage, and pay ''2'' Hype and ''9'' Drive to ''Reinforce'' one of your Signatures.<br>
 +
'''Bolster Defense:''' Recombine your ''first'' Signature.<br>
 +
'''Focus Defense:''' Recombine your ''second'' Signature.
  
When using Efficient attacks:<br>
+
=Assists:=
The attack deals no damage, and its Drive cost is not reduced. Instead, the damage it would have done is increased by a ''Tiny/Small/Small/Standard/Standard'' amount, for a level 1/2/3/4/5 attack respectively, and is added to the next Efficient attack you use.<br>
+
  
 +
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.
  
The damage of your attacks is increased by a ''Small/Standard/Considerable/Substantial/Overwhelming'' amount when your last attack was level 1/2/3/4/5 respectively.<br>
+
===Armorer:===
''Major'' bonus to Power.<br>
+
All teammates gain ''40'' Armor HP.
''Minor'' penalty to Mitigation.<br>
+
''Minor'' penalty to Endurance.<br>
+
  
===Demoralizer===
+
===Blocker:===
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.<br>
+
All teammates gain a ''Solid'' bonus to Endurance.
Strangling of them of their resources, energy, and options, the foe is left weak and easy to finish off.
+
  
''When using Efficient attacks:''<br>
+
===Charger:===
If your attack deals damage, your opponent’s Drive is reduced by ''2'' points multiplied by the level of your attack.<br>
+
All teammates gain a ''Solid'' bonus to Power.
If your opponent loses Drive, you recover ''1'' point of Drive.<br>
+
''When using Dramatic attacks:''<br>
+
If your attack deals damage, your opponent’s Hype is reduced by ''1'' point multiplied by the level of your attack.<br>
+
You gain a Buff that applies a ''Moderate'' bonus to Power for 1 round.<br>
+
  
 +
===Conspirator:===
 +
All Teammates apply ''6 Moderate'' Burn stacks with their attacks.
  
Attacks directed towards you by opponents suffering penalties from low Drive are made at double the normal penalty caused by having low Drive.<br>
+
===Disruptor:===
Attacks directed towards you that are not augmented by a Push suffer a ''Minor'' penalty to Power and Precision.<br>
+
All teammates deal a ''Major'' amount of extra damage as Fade HP with their attacks.
You passively gain ''1'' more Drive each round.<br>
+
Your maximum HP is increased by ''50'' points. <br>
+
  
===Destroyer===
+
===Encourager:===
The Destroyer is an offensive specialist who has access to all the prized methods of burning down an opponent.<br>
+
All teammates increase their maximum HP by ''90''.
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:''<br>
+
===Healer:===
If your attack hits, your opponent is Debuffed with a ''Moderate'' penalty to Endurance for 1 round.<br>
+
All teammates heal a ''Solid'' amount of the damage they take from attacks.
If your attack hits, your opponent is Debuffed with a ''Moderate'' penalty to Mitigation for 1 round.<br>
+
''When using Consistent attacks:''<br>
+
A ''Small'' amount of the total damage you deal on your attack will be dealt to the target at the beginning of their turn, for their next ''2'' turns.<br>
+
''When using Efficient attacks:''<br>
+
If your attack deals damage, your opponent’s Drive is reduced by ''2'' points multiplied by the level of your attack.<br>
+
''When using Dramatic attacks:''<br>
+
You regain HP equal to a ''Standard'' amount of the damage you dealt.<br>
+
  
 +
===Interceptor:===
 +
All teammates gain a ''Solid'' bonus to Mitigation.
  
''Solid'' bonus to Precision.<br>
+
===Leader:===
''Solid'' bonus to Power.<br>
+
All teammates have a ''425%'' chance to gain Drive on each defense.
Your maximum HP is decreased by ''50'' points.
+
  
===Fencer===
+
===Oppressor:===
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.
+
All teammates have a ''375%'' chance to deplete Drive with their attacks.
  
''When using the Guard action:''<br>
+
===Originator:===
Any Close Call you take has a ''30%'' chance to become a Miss.<br>
+
All teammates have a ''75%'' chance to gain Hype on each attack and defense.
''When using the Maneuver action:''<br>
+
A Solid Hit on your attack increases its damage by a ''Substantial'' amount.<br>
+
A Critical Hit on your attack increases its damage by a ''Standard'' amount.<br>
+
''When using the Focus action:''<br>
+
A Solid Hit or Critical Hit on your attack recovers ''5'' Drive.<br>
+
  
 +
===Provoker:===
 +
All teammates deal a ''Significant'' amount of extra damage as Peril HP with their attacks.
  
''Significant'' bonus to Precision.<br>
+
===Reclaimer:===
''Minor'' penalty to Power.<br>
+
All teammates ''Reinforce'' the first time they use the Rally defense.
''Minor'' bonus to Consistent attacks.<br>
+
''Minor'' bonus to Efficient attacks.<br>
+
''Minor'' bonus to Dramatic attacks.<br>
+
  
===Fury===
+
===Shielder:===
As the name suggests, the Fury takes pure offense to its absolute limit.<br>
+
All teammates gain ''80'' Shield HP.
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.<br>
+
===Spotter:===
You recover ''5'' Drive on any round you deal damage.<br>
+
All teammates gain a ''Solid'' bonus to Precision.
You recover ''5'' Drive when your attack results in a Critical Hit.<br>
+
You lose ''5'' Drive when your attack results in a Miss.<br>
+
You do not have the standard passive Drive recovery.<br>
+
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Precision.<br>
+
''Minor'' penalty to Mitigation.<br>
+
''Minor'' penalty to Endurance.<br>
+
You cannot use Efficient attacks.<br>
+
  
===Gambler===
+
=Quirks:=
The Gambler is the most unpredictable combatant in the book.<br>
+
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:''<br>
+
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.<br>
You have a ''75%'' chance of gaining a ''Solid'' bonus to Precision and Power when attacking.<br>
+
You have a ''25%'' chance of taking a ''Minor'' penalty to Precision and Power when attacking.<br>
+
''Either:''<br>
+
You have a ''75%'' chance of gaining a ''Solid'' bonus to Endurance and Mitigation when defending.<br>
+
You have a ''25%'' chance of taking a ''Minor'' penalty to Endurance and Mitigation when defending.<br>
+
''Either:''<br>
+
You have a ''50%'' chance to regain an additional ''5'' Drive at the start of each of your turns.<br>
+
You have a ''50%'' chance to gain an additional point of Hype at the start of each of your turns.<br>
+
  
Your maximum HP is increased by ''45'' points.<br>
+
==Offensive Quirks:==
  
===Grappler===
+
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.  
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:''<br>
+
===Aim Assist:===
If your attack hits, your opponent is Debuffed with a ''Significant'' penalty to Precision for 1 round.<br>
+
The first time you Miss with a level 3/Heavy or higher attack, the attack is rerolled once and deals ''half'' damage.
''When using the Bolster action:''<br>
+
If your attack hits, your opponent is Debuffed with a ''Significant'' penalty to Power for 1 round.<br>
+
''When using the Guard action:''<br>
+
If your attack hits, your opponent is Debuffed with a ''Significant'' penalty to Endurance for 1 round.<br>
+
''When using the Maneuver action:''<br>
+
If your attack hits, your opponent is Debuffed with a ''Significant'' penalty to Mitigation for 1 round.<br>
+
  
All Debuffs you inflict with Pushes are upgraded one Adjective step. e.x. ''Minor'' to ''Moderate''.<br>
+
===Beat Stick:===
Using a non-Debuff Push gives you a ''Minor'' bonus to Precision for 1 round. This does not stack.<br>
+
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''.
Whenever a Debuff effect applied by you ends for any reason, you gain ''1'' point of Hype.<br>
+
You have a ''150%'' chance to gain Drive on a Critical Hit instead.
  
===Ghost===
+
===Berserk:===
The Ghost may as well be one literally for all the success their opponent is likely to have touching them.<br>  
+
When you drop to ''75%'' HP, you gain a Moderate bonus to ''Power'' and a ''Minor'' penalty to Precision.<br>
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.
+
When you drop to ''50%'' HP, you gain a Significant bonus to ''Power'' and a ''Moderate'' penalty to Precision.<br>
 +
When you drop to ''25%'' HP, you gain a Superior bonus to ''Power'' and a ''Solid'' penalty to Precision.
  
''Whenever you are attacked:''<br>
+
===Deadly Aura:===
There is a chance that the hit result will downgrade one step.<br>
+
All of your attacks deal ''13'' more damage.
e.x. Critical to Solid, Solid to Close Call, Close Call to Miss.<br>
+
  
''When using the Guard and Maneuver actions:''<br>
+
===Destructive Energy:===
The hit downgrade chance is ''25%''.<br>
+
Once per turn, the Break, Attack, Coup de Grace, Finishing Blow, or Ultimate Attack Push costs ''1'' less Hype to use.
A natural Miss against you cannot be rerolled.<br>
+
''When using the Bolster and Focus actions:''<br>
+
The hit downgrade chance is ''20%''.<br>
+
''Major'' bonus to Power if your opponent’s attack results in a Miss.<br>
+
''When using the Rally action:''<br>
+
The hit downgrade chance is ''30%''.<br>
+
''Significant'' penalty to Mitigation.<br>
+
You gain a point of Hype if your opponent’s attack results in a Miss.<br>
+
  
''Significant'' bonus to Mitigation.<br>
+
===Erosion:===
Your maximum HP is decreased by ''50'' points.<br>
+
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.
  
===Glass Cannon===
+
===Exploitation===
The Glass Cannon is exactly what it references: a powerful raw attacker with fragile defense to compensate.<br>  
+
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.<br>
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.
+
Your passive Drive gain is reduced by ''1''.
  
''When using the Focus action:''<br>
+
===Exsanguination:===
''Minor'' bonus to Precision.<br>
+
You deal a ''Solid'' more damage to targets under a Debuff, Damage Over Time, or Exhaust effect.
''Minor'' bonus to Power.<br>
+
''Minor'' penalty to Endurance.<br>
+
''When using the Bolster action:''<br>
+
''Minor'' bonus to Precision.<br>
+
''Minor'' bonus to Power.<br>
+
''Minor'' penalty to Mitigation.<br>
+
  
 +
===Feedback Loop:===
 +
All damage you deal is increased by a ''Moderate'' amount.<br>
 +
When your attacks deal no damage, you gain ''1'' Hype.
  
''Major'' bonus to Precision.<br>
+
===Keen Eye I:===
''Major'' bonus to Power.<br>
+
''Moderate'' bonus to Precision.
Your maximum HP is decreased by ''100'' points.<br>
+
  
===Hot Blooded===
+
===Keen Eye II:===
In contrast to many others, being pressed right up to the wall is what makes the Hot Blooded shine.<br>
+
''Solid'' bonus to Precision.
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.
+
''Minor'' penalty to Power.
  
''When using Forceful attacks:''<br>
+
===Keen Eye III:===
''Significant'' bonus to Power.<br>
+
 
''Significant'' bonus to Precision.<br>
 
''Significant'' bonus to Precision.<br>
The attack costs an additional ''5'' Drive.<br>
+
''Minor'' penalty to both Endurance and Mitigation.
''When using Consistent attacks:''<br>
+
The attack costs ''5'' less Drive.<br>
+
  
 +
===Last Word:===
 +
When at ''25%'' or less of your maximum HP, you gain a ''Superior'' bonus to Forceful and Consistent attacks.
  
''Moderate'' bonus to Power when at the Primed! Drive level.<br>
+
===Maximized Strike:===
''Significant'' bonus to Power when at the Ready Drive level.<br>
+
You begin the battle with 4 Maximized stacks. Whenever you use a Deadly - Finishing attack, the attack consumes half - all stacks rounded down, and deals a ''Moderate'' - ''Minor'' amount more damage for each stack consumed. After each of your attacks, gain a Maximized stack.<br>
''Major'' bonus to Power when at the Lagging Drive level.<br>
+
''Superior'' bonus to Power when at the Overextended Drive level.<br>
+
This bonus is lost when you go below 0 Drive.<br>
+
  
===Immortal===
+
===Mighty Blows I:===
The Immortal takes damage like everyone else, but for one reason or another, it just doesn't seem to stick.<br>
+
''Moderate'' bonus to Power.
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 ''Standard'' amount of the damage you took last round.<br>
+
===Mighty Blows II:===
''Significant'' bonus to Endurance.<br>
+
''Solid'' bonus to Power.<br>
''Minor'' penalty to the Guard action.<br>
+
''Minor'' penalty to Precision.
''Minor'' penalty to the Maneuver action.<br>
+
  
===Juggernaut===
+
===Mighty Blows III:===
The Juggernaut is a near unbreakable wall, almost impossible to take down, or even slow down, by the usual means.<br>  
+
''Significant'' bonus to Power.<br>
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.
+
''Minor'' penalty to both Endurance and Mitigation.
  
''When using the Guard action:''<br>
+
===Murderous Intent:===
''Solid'' bonus to Endurance.<br>
+
Once per turn, the Debuff, Damage Over Time, Exhaust, Tear, or Jolt Push costs ''1'' less Hype to use.
Any Critical Hit you take has a ''75%'' chance to become a Solid Hit.<br>
+
''When using the Maneuver action:''<br>
+
''Solid'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
''When using the Rally action:''<br>
+
''Minor'' bonus to Endurance.<br>
+
After your defense, you heal a ''Small'' amount of the damage you took last round.<br>
+
  
 +
===Piece by Piece===
 +
Whenever your attacks deal damage, for each full percentage point less than ''20%'' of the target's max HP they deal before their damage is reduced by any flat amount, their damage is increased by the attack's level.
  
''Moderate'' bonus to Endurance.<br>
+
===Professional:===
''Moderate'' penalty to Power.<br>
+
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.<br>
Your maximum HP is increased by ''120'' points.<br>
+
''Minor bonus'' to Precision.
  
===Operator===
+
===Rage:===
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.<br>  
+
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your attacks.<br>
By keeping their enemy below their projection, and their own damage above, they become drastically more effective.
+
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your attacks.<br>
 +
When you drop to ''25%'' HP, you gain a ''Significant'' bonus to your attacks.
  
''When using the Focus and Bolster action actions:''<br>
+
===Shockwave:===
If your attack hits and deals damage greater than ''one fifth'' of your opponent's maximum HP, they are Debuffed with a ''Significant'' penalty to Power and Precision for 1 round.<br>
+
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.
If your attack results in a Miss, any secondary effects are applied regardless.<br>
+
''When using the Guard and Maneuver actions:''<br>
+
If your opponent's attack hits and deals damage less than ''one fifth'' of your maximum HP, they are Debuffed with a ''Solid'' penalty to Endurance and Mitigation for 1 round.<br>
+
If your opponent's attack results in a Miss, they lose ''5'' Drive.<br>
+
''Moderate'' bonus to Precision.<br>
+
''Moderate'' bonus to Endurance.<br>
+
  
===Predator===
+
===Toxicity:===
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.
+
You gain a ''Moderate'' bonus to both Power and Precision when attacking an opponent at Lagging Drive or lower.
  
''When using the Focus action:''<br>
+
===Venomous Touch:===
A ''Considerable'' amount of the total damage you deal on your next attack will be dealt to the target at the beginning of their turn, for their next ''2'' turns.<br>
+
Your attacks convert an amount of your opponent's HP to Fade HP equal to an ''Extreme'' amount of the damage they deal.<br>
When using the Maneuver action:<br>
+
''Minor'' penalty to both Power and Precision.
You gain a point of Hype.<br>
+
''Significant'' bonus to Precision.<br>
+
''Moderate'' bonus to Mitigation.<br>
+
''When using the Rally action:''<br>
+
You gain ''5'' more Drive.<br>
+
''Moderate'' bonus to Mitigation.<br>
+
''Moderate'' bonus to Endurance.<br>
+
  
 +
===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<br>
 +
''Minor'' penalty to both Power and Precision.
  
''Moderate'' bonus to Power.<br>
+
===Walking Fire:===
Your maximum HP is decreased by ''50'' points.<br>
+
Whenever you initially score a Miss, the attack is rerolled once.<br>
 +
''Minor'' penalty to Precision.
  
===Showoff===
+
==Offensive Prime Quirks==
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 of hype.
+
  
All of your attacks count as Dramatic Attacks as well as their normal type.<br>
+
===Certain Kill:===
You maximum Hype is increased to ''25''.<br>
+
Your attacks that initially score a Critical Hit deal a ''Superior'' amount more damage.<br>
When you have ''5'' Hype or more, you reduce incoming damage by a ''Small'' amount.<br>
+
''15%'' chance to upgrade your Close Call attacks to Critical Hits.<br>
When you have ''10'' Hype or more, you reduce incoming damage by a ''Standard'' amount.<br>
+
''Minor'' bonus to Precision.
When you have ''15'' Hype or more, you reduce incoming damage by a ''Considerable'' amount.<br>
+
When you have ''20'' Hype or more, you reduce incoming damage by a ''Substantial'' amount.<br>
+
When you fall below ''15'' Hype by spending it, your next attack increases its damage by a ''Standard'' amount.<br>
+
When you fall below ''10'' Hype by spending it, your next attack increases its damage by a ''Standard'' amount.<br>
+
When you fall below ''5'' Hype by spending it, your next attack increases its damage by a ''Considerable'' amount.<br>
+
  
===Sniper===
+
===Collateral Damage:===
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.<br>
+
When your attack results in a Miss, you still deal damage, using a ''Major'' portion of the attack's original base power.<br>
When they have to change positions, they make sure to get a better shot.
+
Your Close Calls deal a ''Superior'' amount more damage.
  
''When using the Focus action:''<br>
+
===Deathblow:===
If your attack results in a Miss, the attack is rolled again, and the new result applies. This can only happen once per attack.<br>
+
All Close Calls you take give you a ''Significant'' bonus to Power on your next attack.<br>
If your attack results in a Critical Hit, your opponent is Debuffed with a ''Moderate'' penalty to all stats for 1 round.<br>
+
All Misses you take give you a ''Superior'' bonus to Power on your next attack.
''When using the Maneuver action:''<br>
+
''Solid'' bonus to Power at the beginning of your next turn.<br>
+
''Moderate'' bonus to Precision at the beginning of your next turn.<br>
+
  
 +
===Joust:===
 +
All Solid Hits you take give you a ''Major'' bonus to Precision on your next attack.<br>
 +
All Critical Hits you take give you a ''Superior'' bonus to Precision your next attack.
  
''Moderate'' bonus to Power<br>
+
===Predictive Targeting:===
''Moderate'' bonus to Precision.<br>
+
When your attack results in a Miss, it has a ''30%'' chance to become a Close Call instead.<br>
''Solid'' bonus to Consistent attacks.<br>
+
When your attack results in a Close Call, it has a ''15%'' chance to become a Solid Hit instead.
''Solid'' bonus to Efficient attacks.<br>
+
''Moderate'' penalty to Mitigation.<br>
+
''Minor'' penalty to Endurance.<br>
+
  
===Survivor===
+
===Overwhelm:===
In many ways, the Survivor is another combatant who fights harder as the stakes get higher.<br>
+
Add a ''Massive'' portion of your Power to your Precision.<br>
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.
+
Add a ''Massive'' of your opponent's Endurance to their Mitigation while you are attacking them.
  
''When using the Guard action:''<br>
+
===Riposte:===
You expend ''5'' Drive if you are above the Overextended level.<br>
+
All Close Calls you take give you a ''Significant'' bonus to Precision on your next attack.<br>
''Significant'' bonus to Endurance.<br>
+
All Misses you take give you a ''Superior'' bonus to Precision on your next attack.
''When using the Maneuver action:''<br>
+
You expend ''5'' Drive if you are above the Overextended level.<br>
+
''Significant'' bonus to Mitigation.<br>
+
''When using the Bolster and Focus actions:''<br>
+
You do not gain the usual bonus to Power or Precision.<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
''Moderate'' bonus to Endurance.<br>
+
''Moderate'' bonus to Mitigation.<br>
+
After losing ''a quarter'' of your HP, your Endurance and Mitigation bonuses become ''Solid''.<br>
+
After losing ''half'' of your HP, your Endurance and Mitigation bonuses become ''Significant''.<br>
+
After losing ''three quarters'' of your HP, your Endurance and Mitigation bonuses become ''Major''<br>
+
''Minor'' penalty to Precision.<br>
+
''Minor'' penalty to Power.<br>
+
''Significant'' bonus to attacks of level ''3'' or higher.<br>
+
''Moderate'' penalty to attacks of level ''2'' or lower.<br>
+
Your maximum HP is increased by ''100'' points.<br>
+
  
===Uncontrollable===
+
===Rout:===
Some characters have the kind of power that even they can't handle, putting them squarely among the Uncontrollable.<br>  
+
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''.<br>
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.
+
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by ''1'' and gain a ''33%'' chance to gain Drive.
  
''When using the Bolster action:''<br>
+
===Thousand Cuts:===
''Massive'' bonus to Power.<br>
+
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.
''When using the Focus action:''<br>
+
''Massive'' bonus to Precision.<br>
+
''When using the Guard action:''<br>
+
''Massive'' bonus to Endurance.<br>
+
''When using the Maneuver action:''<br>
+
''Massive'' bonus to Mitigation.<br>
+
''When using the Rally action:''<br>
+
You gain ''10'' more Drive.<br>
+
  
 +
===Trade:===
 +
All Solid Hits you take give you a ''Major'' bonus to Power on your next attack.<br>
 +
All Critical Hits you take give you a ''Superior'' bonus to Power your next attack.
  
Your maximum HP is increased by ''500'' points.<br>
+
===Trick Shooting:===
''Minor'' bonus to Precision.<br>
+
Whenever your attack results in a Miss, the attack is rerolled once at ''65%'' damage and costs ''3'' more Drive per attack level.<br>
''Minor'' bonus to Power.<br>
+
Your attacks cost ''1'' less Drive per attack level.
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
You passively recover ''10'' more Drive.<br>
+
You passively gain ''2'' additional points of Hype each round.<br>
+
After every one of your attacks, you take damage equal to '''''10%''''' of your maximum HP. This includes an attack that knocks the opponent out.<br>
+
  
==Synergists:==
+
==Defensive Quirks:==
  
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.
+
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.
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===
+
===Ablative Armor:===
The Aegis is a stalwart defense specialist that goes one step further into extending their rock solid protection to others around them.<br>
+
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.
By dedicating themselves to the defense of another, they dramatically increase a teammates survivability, both from direct damage and insidious means.
+
  
''Support ability:''<br>
+
===Barrier Field I:===
You decrease the damage you take from all attacks by a ''Standard'' amount.<br>
+
You gain ''50'' maximum Shield HP.
Whenever you are hit with a Debuff or Damage Over Time effect, there is a ''25%'' chance it will be cured instantly.<br>
+
  
 +
===Barrier Field II:===
 +
You gain ''75'' maximum Shield HP.
 +
''Minor ''penalty to Endurance.
  
''Solid'' bonus to Endurance.<br>
+
===Barrier Field III:===
''Minor'' penalty to Precision.<br>
+
You gain ''100'' maximum Shield HP.<br>
''Minor'' penalty to Power.<br>
+
''Minor'' penalty to both Endurance and Mitigation.
Your maximum HP is increased by ''75'' points.<br>
+
  
===Conspirator===
+
===Bunker Down:===
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.<br>  
+
All damage you take is reduced by a ''Moderate'' amount.<br>
With two cloaks and two daggers, they are quickly able to whittle an enemy down to nothing.
+
When an attack deals no damage to you, you gain ''3'' Drive.
  
''Support ability:''<br>
+
===Caution:===
If your attack deals damage, your opponent’s Drive is reduced by ''2'' points multiplied by the level of your attack.<br>
+
When you drop to ''75%'' HP, you gain a ''Minor'' bonus to your defenses.<br>
A ''Small'' amount of the total damage you deal on each attack will be dealt to the target at the beginning of their turn, for their next ''2'' turns.<br>
+
When you drop to ''50%'' HP, you gain a ''Solid'' bonus to your defenses.<br>
 +
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.<br>
 +
''Minor'' penalty to both Endurance and Mitigation.
  
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.<br>
+
===Expert:===
''Moderate'' penalty to Precision.<br>
+
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.<br>
''Moderate'' penalty to Power.<br>
+
''Minor bonus to Mitigation.''
  
===Engineer===
+
===Failsafe:===
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.<br>
+
You begin the battle with 4 Failsafe stacks. Whenever you defend against a Deadly - Finishing attack, the defense consumes half - all stacks rounded down, and your defense gains a ''Moderate'' - ''Minor bonus'' for each stack consumed. After each of your defenses, gain a Failsafe stack.
They pay for this with extreme focus on their support, and little on themselves.
+
  
''Support Ability:''
+
===Guard Stance:===
You passively gain an additional point of Hype each round.
+
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''.<br>
 +
You have a ''150%'' chance to gain Drive on a Miss instead
  
 +
===Hardened:===
 +
You take ''12'' less damage from all attacks.
  
''When using the Focus action:''<br>
+
===Intuition:===
The Support target’s next attack has a ''25%'' chance that the hit result will upgrade one step.<br>
+
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, ''50%'' more for Critical Hits. True Finishing Critical Hits convert as Critical Hits, otherwise, Finishing Critical Hits convert at a one third rate.
e.x. Miss to Close Call, Close Call to Solid Hit, Solid to Critical.<br>
+
''When using the Bolster action:''<br>
+
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.<br>
+
''When using the Guard action:''<br>
+
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:''<br>
+
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. <br>
+
When using the Rally action:<br>
+
A Close Call on the Support target’s next attack causes them to recover ''5'' Drive.<br>
+
A Solid Hit on the Support target’s next attack causes them to recover ''10'' Drive.<br>
+
A Critical Hit on the Support target’s next causes them to recover ''10'' Drive.<br>
+
  
 +
===Last Chance:===
 +
When at ''25%'' of your maximum HP or lower, you gain a ''Massive'' bonus to Guard and Maneuver defenses.
  
You passively gain an additional point of Hype each round.<br>
+
===Miraculous Escape:===
 +
Whenever you take damage more than ''30%'' of your maximum HP from an attack, ''half'' of the attack's damage in excess of ''25%'' of your maximum HP is negated.
  
===Icon===
+
===Optimizer===
The Icon is a straightforward team leader; an example to others who leads the charge and betters others by their very presence.<br>  
+
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.<br>
Well rounded as a whole the Icon becomes the consummate generalist by also branching out into the field of support where others stop.
+
Your passive Drive gain is reduced by ''1''.
  
''Support ability:''<br>
+
===Pain Absorption===
''Minor'' bonus to Precision.<br>
+
You take a ''Major'' amount less damage from all attacks. You have a ''15%'' chance of losing Drive for each point of damage reduced in this way.<br>
''Minor'' bonus to Power.<br>
+
Your maximum HP is increased by ''50''.
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
  
 +
===Quick Reflexes I:===
 +
''Moderate'' bonus to Mitigation.
  
''When using the Rally action:''<br>
+
===Quick Reflexes II:===
The Support target gains ''5'' more Drive.<br>
+
''Solid'' bonus to Mitigation.<br>
''When using the Bolster or Focus actions:''<br>
+
''Minor'' penalty to Endurance.
''Minor'' bonus to Precision.<br>
+
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
''When using the Guard or Maneuver actions:''<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
You gain ''2'' Drive.<br>
+
  
===Martyr===
+
===Quick Reflexes III:===
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.<br>  
+
''Significant'' bonus to Mitigation.<br>
Where they prevent damage to an ally, it goes to themselves, and their strong will to fight must be shared.
+
''Minor'' penalty to Power.<br>
 +
''Minor'' penalty to Precision.
  
''Support ability:''<br>
+
===Shield Buffer:===
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.<br>
+
Trade ''200'' of your normal HP for a ''200'' Shield HP bar.
You passively gain ''5'' more Drive per round.<br>
+
  
 +
===Solid Plate I:===
 +
You gain ''30'' maximum Armor HP.
  
''Minor'' bonus to Power.<br>
+
===Solid Plate II:===
''Moderate'' bonus to Endurance.<br>
+
You gain ''45'' maximum Armor HP.
Passively gain ''5'' more Drive per round.<br>
+
''Minor'' penalty to Endurance.
Your maximum HP is reduced by ''75'' points.<br>
+
  
===Mastermind===
+
===Solid Plate III:===
The Mastermind is one who differs from the usual teamplay-minded combatants by organizing his alliance to be entirely to his favor.<br>  
+
You gain ''60'' maximum Armor HP.<br>
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.
+
''Minor'' penalty to both Endurance and Mitigation.
  
''Support ability:''<br>
+
===Staying Power:===
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.<br>
+
Your maximum HP is increased by ''100''.<br>
 +
''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''.<br>
 +
When you drop to ''50%'' HP, you gain a ''Significant'' bonus to Endurance and a Moderate penalty to ''Mitigation''.<br>
 +
When you drop to ''25%'' HP, you gain a ''Superior'' bonus to Endurance and a Moderate penalty to ''Mitigation''.
  
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.<br>
+
===Toughened Body I:===
''Minor'' bonus to Precision.<br>
+
''Moderate'' bonus to Endurance.
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
You passively gain ''2'' less Drive each round.<br>
+
You passively gain an additional point of Hype each round.<br>
+
  
===Panacea===
+
===Toughened Body II:===
The Panacea is so named for being a universal cure-all to the woes of the battlefield.<br>  
+
''Solid'' bonus to Endurance.<br>
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.
+
''Minor'' penalty to Mitigation.
  
''Support ability:''<br>
+
===Toughened Body III:===
After your attack, you heal a ''Small'' amount of the damage you took last round<br>
+
''Significant'' bonus to Endurance.<br>
''Moderate'' bonus to Endurance.<br>
+
''Minor'' penalty to Power.<br>
 +
''Minor'' penalty to Precision.
  
 +
===Vital Force:===
 +
Once per turn, the Cure, Defense, Recover, Second Wind, or Indomitable Push costs ''1'' less Hype to use.
  
''When using the Rally action:''<br>
+
==Defensive Prime Quirks==
You heal a ''Small'' amount of the damage you took last round.<br>
+
''Moderate'' bonus to Endurance.<br>
+
''When using the Guard action:''<br>
+
You restore ''5'' Drive.<br>
+
''When using the Bolster or Focus actions:''<br>
+
After your defense, any Debuff or Damage Over Time effects applied to you are cured.<br>
+
  
===Overlord===
+
===Anticipation:===
When the Overlord picks a character to support, the relationship is less "ally" and more "minion".<br>  
+
All Critical Hits you take have a ''30%'' chance of downgrading to a Solid Hit.<br>
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.
+
All Solid Hits you take have a ''25%'' chance of downgrading to a Close Call.
  
''Support Ability:''<br>
+
===Cloaking:===
''Minor'' bonus to Power.<br>
+
All Close Calls you take have a ''35%'' chance of downgrading to a Miss.<br>
''Minor'' bonus to Endurance.<br>
+
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.
  
''When the Support target uses Consistent attacks:''<br>
+
===Damage Control:===
You recover 5 Drive.<br>
+
After you attack, you recover Fade HP equal to ''12%'' of your maximum HP.<br>
''When the Support target uses Forceful attacks:''<br>
+
If you have no Fade HP, you recover Peril HP equal to ''9%'' of your maximum HP.<br>
You gain ''2'' points of Hype.<br>
+
If you have no Peril HP, you recover ''10'' Shield HP.<br>
''When the Support target uses Efficient attacks:''<br>
+
If you have no Shield HP, you recover ''12'' HP.<br>
You gain a Buff that applies a ''Moderate'' bonus to Precision for the next 2 rounds.<br>
+
Your maximum HP is increased by ''35''.
''When the Support target uses Dramatic attacks:''<br>
+
You gain a Buff that applies a ''Moderate'' bonus to Power for the next 2 rounds.<br>
+
  
 +
===Deflection:===
 +
All Close Calls you take deal a ''Superior'' amount less damage.
  
''Moderate'' bonus to Mitigation.<br>
+
===Energy Shield:===
''Moderate'' bonus to Endurance.<br>
+
Trade ''300'' of your normal HP for a ''300'' Shield HP bar.
Your maximum HP is decreased by ''50'' points.<br>
+
  
===Royal===
+
===Fortified Defenses:===
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.<br>  
+
Whenever you are initially hit with a Critical Hit, the attack is rerolled once.<br>
Overall, the Royal fights by simply having "more" than any other fighter, and throwing its weight accordingly.
+
Finishing Critical Hits deal an ''Extreme'' amount less damage.<br>
  
''Support Ability:''<br>
+
===Powered Shell:===
You passively gain an additional point of Hype each round.<br>
+
Trade ''200'' of your normal HP for ''200'' Armor HP.<br>
You passively gain ''5'' more Drive each round.<br>
+
Moderate penalty to both Endurance and Mitigation.
  
 +
===Relic Frame:===
 +
Trade ''1000'' of your normal HP for ''535'' Armor HP, and ''625'' maximum HP.<br>
  
''When using Dramatic attacks:''<br>
+
===Regeneration:===
You gain an additional point of Hype.<br>
+
You heal a ''Significant'' amount of damage you take from all attacks.
''When using Efficient attacks:''<br>
+
You restore ''3'' Drive.<br>
+
''When using Forceful or Consistent attacks:''<br>
+
You gain a Buff that applies a ''Minor'' bonus to Precision for the next 2 rounds.<br>
+
  
 +
===Resolute:===
 +
You take ''25'' less damage from Critical Hits.<br>
 +
You take ''18'' less damage from Solid Hits and Close Calls.<br>
 +
You heal ''25'' HP when Missed.
  
''Minor'' bonus to Power<br>
+
===Unshakeable:===
''Minor'' penalty to Endurance.<br>
+
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''.<br>
 +
You have a ''225%'' chance to gain Drive on a Miss instead.
  
===Saint===
+
==Utility Quirks:==
The Saint is an exceedingly rare fighter who excels in bringing an end to conflict while causing minimum, if any, harm.<br>
+
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:''<br>
+
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.
After your attack, you heal a ''Standard'' amount of the damage you took last round.<br>
+
  
 +
===Adrenaline:===
 +
When you drop to ''75%'' HP, you heal a ''Moderate'' amount of the damage you take from all attacks.<br>
 +
When you drop to ''50%'' HP, you heal a ''Superior'' amount of the damage you take from all attacks.<br>
 +
When you drop to ''25%'' HP, you heal a ''Massive'' amount of the damage you take from all attacks.
  
''When using the Bolster or Focus actions:''<br>
+
===Aggression:===
Your attack deals no damage. Instead, the opponent loses ''1'' Drive for every ''15'' points of damage that it would have done.<br>
+
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.
''When using the Maneuver, Guard, or Rally actions:''<br>
+
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.<br>
+
  
 +
===Battle High:===
 +
When you drop to ''75%'' HP, your passive Drive gain is increased by ''2''.<br>
 +
When you drop to ''50%'' HP, your passive Drive gain is increased by ''4''.<br>
 +
When you drop to ''25%'' HP, your passive Drive gain is increased by ''6''.
  
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.<br>
+
===Bloodthirsty:===
All Buffs you apply last an additional turn.<br>
+
You heal a ''Solid'' amount of the damage you deal on all attacks.
  
===Spotter===
+
===Bruiser:===
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.<br>
+
''Moderate'' bonus to both Power and Endurance.<br>
The Spotter is served well by flexibility to exploit a chance of weakness at any given time.
+
''Minor'' penalty to both Precision and Mitigation.
  
''Support Ability:''<br>
+
===Deep Reserves:===
''Moderate'' bonus to Precision.<br>
+
Your maximum Drive is increased by ''10''.<br>
 +
Your starting Drive is increased by ''10''.<br>
 +
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.<br>
 +
When you drop to ''50%'' HP, you gain a ''150%'' chance to gain Hype on your attacks.<br>
 +
When you drop to ''25%'' HP, you gain a ''200%'' chance to gain Hype on your attacks.
  
''When using the Bolster or Focus actions:''<br>
+
===Determination===
At the beginning of their turn, the Support target gains a ''Solid'' bonus to a randomly chosen type of attack.<br>
+
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.
At the beginning of their turn, the Support target gains a ''Solid'' bonus to a randomly chosen defensive action.<br>
+
''When using the Maneuver or Guard actions:''<br>
+
The Support target gains ''2'' points of Hype.<br>
+
''When using the Rally action:''<br>
+
If the Support target misses their next attack, the attack is rolled again, and the new result applies.<br>
+
  
 +
===Devotee===
 +
Each member of your Party besides yourself gains ''1'' more passive Hype gain. For each member of your current party besides yourself, you gain a ''100%'' chance to lose Drive when defending and lose ''0.5%'' of your maximum HP after each defense.
  
''Moderate'' bonus to Endurance.<br>
+
===Efficient Movement:===
''Moderate'' bonus to Mitigation.<br>
+
Whenever your attacks against your opponent result in a Critical Hit, or your opponent's attacks against you result in a Miss, you gain ''10'' cap-breaking Drive.<br>
Your maximum HP is decreased by ''50'' points.<br>
+
Whenever your attacks against your opponent result in a Miss, or your opponent's attacks against you result in a Critical Hit, you gain ''3'' cap-breaking Drive, ''1'' Hype, and ''15'' HP.
  
===Tactician===
+
===Fencer:===
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.<br>  
+
''Moderate'' bonus to both Precision and Mitigation.<br>
They work equally well with an ally to depend on, and maintaining full control themselves.
+
''Minor'' penalty to both Power and Endurance.
  
''Support Ability:''<br>
+
===Firebrand:===
''Minor'' bonus to Precision.<br>
+
Each member of your Party besides yourself gains ''3'' more passive Drive gain.<br>
 +
For each member of your current party besides yourself, you lose ''1%'' 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.
  
''When using Forceful Attacks:''<br>
+
===Hated:===
The Support target gains a ''Moderate'' bonus to Power on their next attack.<br>
+
Your attacks have a ''20%'' chance to deplete the target's Hype per attack level.<br>
The Support target gains a ''Moderate'' bonus to Precision on their next attack<br>
+
You can only deplete a maximum of ''4'' Hype per battle.<br>
This applies to the current attack when used for self-support.<br>
+
''When using Consistent attacks:''<br>
+
The Support target gains a ''Solid'' bonus to Mitigation on their next defense.<br>
+
The Support target gains a ''Solid'' bonus to Endurance on their next defense.<br>
+
''When using Efficient Attacks:''<br>
+
The Support target gains ''5'' Drive.<br>
+
''When using Dramatic attacks:''<br>
+
The Support target gains ''2'' Hype.<br>
+
  
 +
===In The Zone:===
 +
You gain ''2 ''Zone Points''.<br>
 +
Use a Consistent Attack or Maneuver Defense to consume a Zone Point. Using it for or against a Deadly or Finishing attack consumes both.<br>
 +
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.<br>
 +
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.<br>
 +
Consuming a second ''Zone Point'' increases the chance by ''20%''.
  
''Minor'' bonus to Power.<br>
+
===Last Stand:===
''Minor'' bonus to Mitigation.<br>
+
When you first fall to ''25%'' HP or lower, you instantly gain ''20'' Drive.
''Minor'' bonus to Endurance.<br>
+
  
===Witch===
+
===Modular Loadout:===
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.<br> They can turn just about any ally into a highly effective attacker all on their own.
+
Once per turn, the Balance, Buff, Boost, Recharge, or Repair Push costs ''1'' less Hype to use.
  
 +
===Opportunist:===
 +
Whenever your attacks against your opponent result in a Critical Hit, or your opponent's attacks against you result in a Miss, you gain ''3'' cap-breaking Hype.<br>
 +
Whenever your attacks against your opponent result in a Miss, or your opponent's attacks against you result in a Critical Hit, you gain ''3'' cap-breaking Drive, ''1'' Hype, and ''15'' HP.
  
''Support Ability:''<br>
+
===Prep Time:===
''Moderate'' bonus to Precision.<br>
+
Your starting Hype is increased by 3.<br>
''Moderate'' bonus to Power.<br>
+
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.
  
''When using Consistent attacks:''<br>
+
===Reinvigorate:===
The Support target’s next attack applies a Debuff with a ''Minor'' penalty to a random stat for 1 round.<br>
+
''Minor'' penalty to Endurance. The first time you take less than ''15%'' of your maximum HP from an attack, Reinforce.
''When using Forceful attacks:''<br>
+
The Support target gains HP equal to a ''Tiny'' amount of the damage they deal on their next attack.<br>
+
''When using Dramatic attacks:''<br>
+
If the Support target’s next attack results in a Solid or Critical Hit, the opponent loses a point of Hype. <br>
+
  
 +
===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.
  
''Minor'' bonus to Power.<br>
+
===Selfless:===
''Minor'' bonus to Precision.<br>
+
Each member of your Party besides yourself heals ''25'' HP after each defense.<br>
Your attacks cost ''3'' less Drive.<br>
+
For each member of your current party besides yourself, you gain a ''150%'' chance to lose Drive when defending.
Your maximum HP is decreased by ''25'' points.<br>
+
  
 +
===Vampirism:===
 +
You heal a ''Significant'' amount of the damage you deal on all attacks.<br>
 +
Your passive Drive gain is decreased by ''2''.
  
=Quirks:=
+
==Utility Prime 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.
+
===Bag of Tricks:===
==Offensive Quirks:==
+
''Minor'' penalty to Power, Precision, Endurance, and Mitigation.<br>
 +
After each of your attacks, you gain one stack of ''Surprise''. You can have up to ''3'' stacks.<br>
 +
When you use the Rally Defense, you gain one of the following for each stack:<br>
 +
A random Buff II Push to Power, Precision, Endurance, or Mitigation.<br>
 +
A random Attack II, Defense II, or Balance II.<br>
 +
You heal ''25'' HP.<br>
 +
You gain ''10'' Drive.<br>
 +
You gain a ''350%'' chance of generating Hype on your next attack or defense.
  
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.
+
===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:<br>
 +
A ''Moderate'' bonus to Power.<br>
 +
A ''Moderate'' bonus to Precision.<br>
 +
A ''110%'' chance to generate Hype.<br>
 +
A cost reduction of ''3'' Drive.<br>
 +
You heal a ''Solid'' amount of the damage the attack deals.
  
===Aim Assist===
+
===Followup:===
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.
+
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.
  
===Calibrated Weaponry===
+
===Genius:===
''Significant'' bonus to Precision.<br>
+
Your passive Hype gain is increased by ''1''.<br>
''Minor'' penalty to Endurance.<br>
+
All of your attacks have ''75%'' chance to generate Hype.<br>
''Minor'' penalty to Mitigation.<br>
+
You cannot use Dramatic Attacks.<br>
 +
Your maximum Hype is increased by ''5''.
  
===Certain Kill===
+
===Psyche Up:===
Your natural Critical Hits increase their damage by a ''Substantial'' amount. Does not stack with other damage multipliers except for Pushes.
+
Each time you defend, you gain a stack of ''Psych Up''.<br>
 +
Each time you defend while you have at least one stack of ''Psych Up'', you gain ''1'' Hype per stack you have accumulated.
  
===Elegant Stance===
+
===Reiterate:===
''Significant'' bonus to Precision.<br>
+
You have a ''15%'' chance to Reinforce on each of your attacks and defenses.
''Moderate'' penalty to Power.<br>
+
You cannot use Forceful attacks.<br>
+
  
===Experimental Weaponry===
+
===Reload:===
''When using Forceful or Consistent attacks:''<br>
+
The first time you use the Rally defense, Reinforce.
You have a ''75%'' chance of gaining a ''Solid'' bonus to Precision and Power.<br>
+
You have a ''25%'' chance of taking a ''Minor'' penalty to Precision and Power.<br>
+
  
===Exsanguination===
+
===Ramp Up:===
Your attacks increase their damage by a ''Small'' amount against an opponent suffering from a Damage Over Time effect.<br>
+
Each time you defend, you gain a stack of ''Ramp Up''.<br>
When Damage Over Time effects applied by you are cured, you gain a point of Hype.<br>
+
Each time you defend while you have at least one stack of ''Ramp Up'', you gain ''3'' Drive per stack you have accumulated.
  
===Heavy Weaponry===
+
===Runback:===
''Significant'' bonus to Power.<br>
+
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.<br>
''Minor'' penalty to Endurance.<br>
+
''Minor'' penalty to Mitigation.<br>
+
  
===Hyper Mode===
+
===Saboteur:===
''Significant'' bonus to Precision.<br>
+
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.<br>
''Significant'' bonus to Power.<br>
+
The effect of each stack depends on the action used to apply it.<br>
''Solid'' penalty to Endurance.<br>
+
Guard stacks: ''Moderate'' penalty to Power.<br>
''Solid'' penalty to Mitigation.<br>
+
Maneuver stacks: ''Moderate'' penalty to Precision.<br>
 +
Bolster stacks: ''Moderate'' penalty to Endurance.<br>
 +
Focus stacks: ''Moderate'' penalty to Mitigation.<br>
 +
Rally stacks: Passive Drive gain is decreased by ''3''.<br>
 +
Forceful stacks: ''Minor'' penalty to Endurance.<br>
 +
Consistent stacks: ''Minor'' penalty to Mitigation.<br>
 +
Efficient stacks: Attacks cost ''1'' more Drive.<br>
 +
Dramatic stacks: Attacks have a ''-50%'' chance of generating Hype and can ''lose'' Hype.
  
===Keen Eye===
+
===Star Power:===
''Moderate'' bonus to Precision.
+
''Minor'' bonus to Forceful and Consistent attacks.<br>
 +
''Minor'' bonus to Bolster, Focus, Guard and Maneuver defenses.<br>
 +
Efficient attacks cost ''1'' less Drive per attack level.<br>
 +
Dramatic attacks have an additional ''40%'' chance to generate Hype.<br>
 +
Rally defenses are made at ''no penalty'', but gain ''2'' less Drive.<br>
 +
Your passive Drive gain is increased by ''2''.
  
===Killer Instinct===
+
===Versatile Fighter:===
''Minor'' bonus to Precision.<br>
+
Your attacks have an even chance to generate ''2'' points of Hype ''or'' ''7'' points of Drive.
''Minor'' bonus to Power.<br>
+
  
===Last Word===
+
=Signatures:=
When you are at ''one quarter'' HP or below, you gain a ''Massive'' bonus to the Focus and Bolster actions.
+
  
===Mighty===
+
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.<br>
''Moderate'' bonus to Power.
+
  
===Momentum===
+
===Active Shields:===
Whenever you receive a Solid Hit or Critical Hit, your next attack gains a ''Significant'' bonus to Power.
+
''Minor'' bonus to both Endurance and Mitigation.<br>
 +
Trade ''250'' of your normal HP for a ''250'' Shield HP bar.<br>
 +
Your Shield HP absorbs ''all incoming attack damage'' instead of half as usual.<br>
 +
Your Shield HP recharge rate is increased to ''50''.<br>
 +
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''.<br>
 +
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.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''75'' Shield HP.
  
===Predictive Targeting===
+
===Anathema:===
Your opponent takes a ''Significant'' penalty to their defense when they use the same action (Focus, Bolster, Maneuver, Guard, Rally) two or more times in a row.
+
You begin the battle with a pool of ''12 Anathema Points''. After each of your attacks, you gain an additional ''Anathema Point''.<br>
 +
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.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''9 Anathema Points.''<br>
  
===Riposte===
+
===Authority:===
Whenever you receive a Close Call or Miss, your next attack gains a ''Solid'' bonus to Precision.
+
Your maximum HP is increased by ''50''<br>
 +
Your passive Drive gain is increased by ''1''.<br>
 +
Use >signature <name>/<Hype/Drive/HP>=<amount> to donate either cap-breaking Hype, Drive, or 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>.<br>
 +
You have three modes of Authority: ''Tactics'', ''Assault'', and ''Aid''. Activate to switch between them. You begin battle in ''Tactics'' Authority.<br>
 +
While using ''Tactics'' Authority, your passive Hype gain is increased by ''2'' and your passive Drive gain is decreased by ''2''.<br>
 +
While using ''Assault'' Authority, your passive Drive gain is increased by ''9'' and you lose ''2%'' of your maximum HP after your defense.<br>
 +
While using ''Aid'' Authority, you heal ''3.5%'' of your maximum HP after your defense, and your passive Hype gain is decreased by ''1''.<br>
 +
'''Reinforce:'''<br>
 +
Heal ''5%'' of your maximum HP.<br>
 +
Gain ''8'' Drive.
  
===Stimulants===
+
===Badass Normal:===
''Solid'' bonus to Power.<br>
+
You have ''no Hype'' and ''cannot gain Hype by any means''.<br>
''Minor'' bonus to Precision.<br>
+
Your maximum HP is increased by ''100''.<br>
Your maximum HP is reduced by ''50'' points.<br>
+
Your passive Drive gain is increased by ''5''.<br>
 +
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.<br>
 +
'''Reinforce:'''<br>
 +
''Major'' bonus to both Power and Precision on your next attack.<br>
 +
''Major'' bonus to both Endurance and Mitigation on your next defense.<br>
  
===Toxicity===
+
===Combo Multiplier:===
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.
+
After your attacks, you gain a ''Combo'' stack, each providing you with a ''Solid'' increase to your attack damage.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''1 Combo'' stack.<br>
 +
For each attacking phase you've already completed, you gain 5 Drive.
  
===Unwieldy Strength===
+
===Enervation:===
''Significant'' bonus to Power.<br>
+
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.
''Moderate'' penalty to Precision.<br>
+
Each type of Debuff can only be activated once per battle, and cannot be cured, stacked, or converted by Coup de Gras.<br>
You cannot use Consistent attacks.<br>
+
'''Reinforce:'''<br>
 +
One spent Debuff can be used again. If both are spent, the Debuff chosen is the one that corresponds to your last attack.<br>
  
===Versatile Attacks===
+
===Eradication:===
''Moderate'' bonus to Consistent attacks.<br>
+
When you are attacked, for each full percentage point less than ''30%'' of your maximum HP the damage dealt, and when you attack, for each full percentage point more than ''8%'' of the opponent's maximum HP the damage dealt, your opponent has a ''30%'' chance to gain an ''Eradication'' stack.<br>
''Moderate'' bonus to Forceful attacks.<br>
+
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.<br>
''Minor'' bonus to Efficient attacks.<br>
+
Whenever your opponent attacks you, after their attack, ''6''/''8'' of their HP is converted to Fade HP/Peril HP, for each ''Eradication'' stack they have, including those gained from attacking, then their ''Eradication'' stacks are reduced by one third and rounded down.<br>
''Minor'' bonus to Dramatic attacks.<br>
+
'''Reinforce:'''<br>
 +
Your next attack or defense applies ''6'' more ''Eradication'' stacks.
  
===Withering===
+
===EX Action:===
Your attacks decrease the damage you take from opponents suffering from a Debuff effect by a Small amount.<br>
+
When you Activate, your next attack or defensive action is enhanced. Can be activated 3 times per battle.<br>
When Debuff effects applied by you are cured, you gain a point of Hype.
+
Forceful attacks gain a ''Massive'' bonus to Power.<br>
 +
Consistent attacks gain a ''Massive'' bonus to Precision.<br>
 +
Dramatic attacks generate ''4'' more Hype.<br>
 +
Efficient attacks gain a ''Moderate'' bonus to Power and Precision and cost ''5'' less Drive.<br>
 +
Guard actions gain a ''Massive'' bonus to Endurance.<br>
 +
Maneuver actions gain a ''Massive'' bonus to Mitigation.<br>
 +
Bolster actions gain a ''Moderate'' bonus to Power and a ''Solid'' bonus to both Endurance and Mitigation.<br>
 +
Focus actions gain a ''Moderate'' bonus to Precision, and a ''Solid'' bonus to both Endurance and Mitigation.<br>
 +
Rally actions gain a ''Moderate'' bonus to Endurance and Mitigation and generate ''5'' more Drive.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''2'' uses of EX Action.
  
==Defensive Quirks:==
+
===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.<br>
 +
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.<br>
 +
If any attack fails to defeat the opponent you aimed at, you are immediately defeated.<br>
 +
This Signature cannot trigger another copy of this Signature. The target is defeated normally.<br>
 +
'''Reinforce:'''<br>
 +
The damage of your next attack is increased by ''55''.<br>
 +
''Major'' bonus to Precision on your next attack.
  
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.
+
===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, then convert your HP to Fade HP equal to half the original damage reduced. If you have no HP remaining to convert to Fade, convert HP to Peril instead.<br>
 +
Your Shield HP absorbs ''30%'' incoming attack damage instead of half as usual<br>
 +
The first time you use a Recharge, Recover, or Repair Push, it refunds ''5'' Hype.<br>
 +
'''Reinforce:'''<br>
 +
You convert ''80'' HP to Armor HP.
  
===Ablative Barrier===
+
===Just That Good:===
When any attack deals over ''400'' 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.
+
''Moderate'' bonus to the accuracy and damage of your attacks.<br>
 +
''Moderate'' penalty to the accuracy and damage of attacks against you.<br>
 +
You begin the battle with ''3'' more Hype and ''5'' more Drive.<br>
 +
'''Reinforce:'''<br>
 +
''Solid'' bonus to Power, Precision, Mitigation, and Endurance on your next attack and defense.<br>
 +
Gain ''1'' Hype.<br>
 +
Gain ''3'' Drive.
  
===Anticipation===
+
===Killer Move:===
Your opponent takes a ''Significant'' penalty to their attack whenever they use the same attack type (Consistent, Forceful, Dramatic, Efficient) two or more times in a row.
+
Each time you complete an attack, you gain ''25%'' Charge. When you have ''75'' - ''100%'' Charge, the next time you use a Deadly or Finishing attack, you gain a ''Massive'' - ''Extreme'' bonus to both Power and Precision which lasts until the end of the round, and your Charge is reduced by ''100%''.<br>
 +
When you Activate, you spend ''2'' points of Hype and instantly gain ''12.5%'' Charge and ''4'' Drive. Each additional time you Activate, the Hype cost increases by ''1'', resetting when you deplete your charge. The Hype cost and Drive gain of Activating is multiplied by the number of opponents.<br>
 +
'''Reinforce:'''<br>
 +
Instantly gain ''12.5%'' Charge, then gain ''12.5%'' additional Charge at the end of your next natural Charge gain.
  
===Cloaking===
+
===Maximum Hype:===
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.<br>
+
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''.<br>
Your maximum HP is decreased by 50 points.
+
'''Reinforce:'''<br>
 +
Gain ''2'' additional ''Inspiration Points'' on your next two attacks.
  
===Convenient Keepsake===
+
===Multi-Stage Defense:===
If an attack would reduce you from 30% HP or more to 0 HP or less, it instead reduces you to 1 HP. Damage Over Time effects are part of the attack. This can only happen once.
+
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.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''4'' stacks of ''Layer''. You now lose one additional stack of ''Layer'' each time you defend.
  
===Fortified Defenses===
+
===Perfect Strike:===
Any Critical Hit you take has a ''50%'' chance to become a Solid Hit. Does not stack with other hit downgrade effects.
+
You begin the battle with a pool of ''4 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.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''3'' Targeting Points.
  
===Heavy Armor===
+
===Resurrection:===
''Significant'' bonus to Endurance.<br>
+
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.<br>
''Moderate'' penalty to Mitigation.<br>
+
'''Reinforce:'''<br>
 +
Recover ''30%'' of the damage you took from the last attack you defended against.
  
===Hit and Run===
+
===Splatterhouse:===
''Significant'' bonus to Mitigation.<br>
+
When reduced to 0 HP, this Signature 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.<br>
''Minor'' penalty to Precision.<br>
+
You heal a ''Solid'' amount of the damage you take from all attacks, plus 10 HP.<br>
''Minor'' penalty to Power.<br>
+
You additionally heal ''40%'' of the damage of attacks that defeat you, plus 40 HP. 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.<br>
 +
'''Reinforce:'''<br>
 +
Heal ''80'' HP.
  
===Immunized===
+
===Turbo Overdrive:===
You gain a ''Solid'' buff to Endurance for ''2'' turns the first time you are affected by a Damage Over Time or Debuff effect.<br>
+
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.<br>
Your maximum HP is increased by ''35'' points.
+
'''Reinforce:'''<br>
 
+
Gain ''4 Overdrive 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:''<br>
+
You have a ''75%'' chance of gaining a ''Solid'' bonus to Endurance and Mitigation.<br>
+
You have a ''25%'' chance of taking a ''Minor'' penalty to Endurance and Mitigation.<br>
+
 
+
===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.<br>
+
''Minor'' penalty to Power.
+
 
+
===Siege Mode===
+
''Significant'' bonus to Endurance.<br>
+
''Significant'' bonus to Mitigation.<br>
+
''Solid'' penalty to Precision.<br>
+
''Solid'' penalty to Power.<br>
+
 
+
===Stand and Deliver===
+
''Significant'' bonus to Endurance.<br>
+
''Minor'' penalty to Precision.<br>
+
''Minor'' penalty to Power.<br>
+
 
+
===Staying Power===
+
Your maximum HP is increased by ''60'' points.
+
 
+
===Stripped Down===
+
''Significant'' bonus to Mitigation.<br>
+
''Moderate'' penalty to Endurance.
+
 
+
===Survival Instinct===
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.
+
 
+
===Tenacity===
+
''Minor'' bonus to Endurance.<br>
+
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.<br>
+
After losing ''half'' of your HP, you gain a ''Minor'' bonus to Endurance.<br>
+
After losing ''three'' quarters of your HP, your Power and Endurance bonuses increase to ''Moderate''.
+
 
+
===Bag of Tricks===
+
All Pushes you use have a ''50%'' chance to refund half their ''Hype'' cost, rounded down. Does not stack with other Hype refund effects.
+
 
+
===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.
+
 
+
===Extra Effort===
+
Your maximum HP is reduced by ''50'' points.<br>
+
You passively gain ''5'' more Drive each round.<br>
+
 
+
===Fighting Spirit===
+
You passively gain ''2'' more Drive each round.<br>
+
The Rally action recovers ''2'' more Drive.<br>
+
 
+
===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.<br>
+
If you attack first, you take a ''Significant'' penalty to all stats until your next turn.<br>
+
Your maximum HP is increased by ''150'' points.
+
 
+
===Improvisation===
+
''Solid'' bonus to a randomly chosen attack or action each turn.<br>
+
''Moderate'' penalty to a randomly chosen attack or action each turn.
+
 
+
===Inspiration===
+
You have a ''50%'' chance to regain an additional ''5'' Drive at the start of each of your turns.
+
 
+
===Last Stand===
+
When you fall to ''one quarter'' HP or below, you immediately gain ''15'' Drive. This can only happen once.
+
 
+
===Overcharged===
+
''Minor'' bonus to Precision.<br>
+
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Endurance.<br>
+
''Minor'' bonus to Mitigation.<br>
+
Your maximum HP is decreased by ''50'' points.
+
 
+
===Prep Time===
+
You begin the battle with ''3'' more Hype.
+
''Solid'' bonus to Endurance on your first turn.
+
''Solid'' bonus to Mitigation on your first turn.
+
 
+
===Repertoire===
+
''When using the Focus and Bolster actions:''<br>
+
''Minor'' bonus to Endurance and Mitigation on your next turn.<br>
+
''When using the Guard and Maneuver actions:''<br>
+
''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.<br>
+
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.<br>
+
''Minor'' penalty to Mitigation.
+
 
+
===Solidity===
+
''Minor'' bonus to Power.<br>
+
''Minor'' bonus to Endurance.
+
  
===Team Support===
+
===Ultimate Defense:===
When using your Support action on another player, they heal a ''Small'' amount of the damage they took last round after their defense.
+
When you Activate, spend ''4'' 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 ''5'' times in one battle. If any Activations would apply to an attack of 0 damage, including from this Signature or a Miss, the Drive and Activations spent are refunded.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''3'' uses of Ultimate Defense.
  
===Unbreakable===
+
===Uncanny Reflexes:===
Whenever you would lose Drive for any other reason than spending Drive for an attack or Archetype effect, you lose 1 less Drive.<br>
+
You begin the battle with a pool of ''4 Evasion Points''. After the first time you defend, and every other time you defend after that, you gain an additional ''Evasion Point''.<br>
You passively gain ''2'' more Drive each round.
+
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.<br>
 +
'''Reinforce:'''<br>
 +
Gain ''3 Evasion Points''.

Latest revision as of 00:38, 28 February 2024

Contents

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 Solid Hit or Critical Hit, decrease its damage by a Solid 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 1 - 2 - 3 Drive on a Close Call - Solid Hit - Critical Hit.
The target has a 75% - 150% - 250% 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.

Recombinator - The Build Specialist

Moderate penalty to all attacks and defenses.
You gain one additional Prime Quirk.
You gain three additional Quirks.
You can equip and use a second Signature with >setsig2 and >sig2.
Recombine:
You can Recombine twice per battle. When you Recombine, you take 30 damage, and pay 2 Hype and 9 Drive to Reinforce one of your Signatures.
Bolster Defense: Recombine your first Signature.
Focus Defense: Recombine your second Signature.

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 3/Heavy 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 a Solid 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:

You begin the battle with 4 Maximized stacks. Whenever you use a Deadly - Finishing attack, the attack consumes half - all stacks rounded down, and deals a Moderate - Minor amount more damage for each stack consumed. After each of your attacks, gain a Maximized stack.

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.

Piece by Piece

Whenever your attacks deal damage, for each full percentage point less than 20% of the target's max HP they deal before their damage is reduced by any flat amount, their damage is increased by the attack's level.

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 Superior 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.
On a Critical hit, instead, for each full percentage point, increase the final damage of the attack by 1 and gain a 33% chance to gain Drive.

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 65% damage and costs 3 more Drive per attack level.
Your attacks cost 1 less Drive per attack level.

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 begin the battle with 4 Failsafe stacks. Whenever you defend against a Deadly - Finishing attack, the defense consumes half - all stacks rounded down, and your defense gains a Moderate - Minor bonus for each stack consumed. After each of your defenses, gain a Failsafe stack.

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, 50% more for Critical Hits. True Finishing Critical Hits convert as Critical Hits, otherwise, Finishing Critical Hits convert at a one third rate.

Last Chance:

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

Miraculous Escape:

Whenever you take damage more than 30% of your maximum HP from an attack, half of the attack's damage in excess of 25% of your maximum HP is 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.

Pain Absorption

You take a Major amount less damage from all attacks. You have a 15% chance of losing Drive for each point of damage reduced in this way.
Your maximum HP is increased by 50.

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 a Superior amount less damage.

Energy Shield:

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

Fortified Defenses:

Whenever you are initially hit with a Critical Hit, the attack is rerolled once.
Finishing Critical Hits deal an Extreme amount less damage.

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.

Devotee

Each member of your Party besides yourself gains 1 more passive Hype gain. For each member of your current party besides yourself, you gain a 100% chance to lose Drive when defending and lose 0.5% of your maximum HP after each defense.

Efficient Movement:

Whenever your attacks against your opponent result in a Critical Hit, or your opponent's attacks against you result in a Miss, you gain 10 cap-breaking Drive.
Whenever your attacks against your opponent result in a Miss, or your opponent's attacks against you result in a Critical Hit, you gain 3 cap-breaking Drive, 1 Hype, and 15 HP.

Fencer:

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

Firebrand:

Each member of your Party besides yourself gains 3 more passive Drive gain.
For each member of your current party besides yourself, you lose 1% 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 deplete the target's Hype per attack level.
You can only deplete a maximum of 4 Hype per battle.

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 result in a Critical Hit, or your opponent's attacks against you result in a Miss, you gain 3 cap-breaking Hype.
Whenever your attacks against your opponent result in a Miss, or your opponent's attacks against you result in a Critical Hit, you gain 3 cap-breaking Drive, 1 Hype, and 15 HP.

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.

Psyche Up:

Each time you defend, you gain a stack of Psych Up.
Each time you defend while you have at least one stack of Psych Up, you gain 1 Hype per stack you have accumulated.

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 2 points of Hype or 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>=<amount> to donate either cap-breaking Hype, Drive, or 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:
Gain 1 Combo stack.
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.

Eradication:

When you are attacked, for each full percentage point less than 30% of your maximum HP the damage dealt, and when you attack, for each full percentage point more than 8% of the opponent's maximum HP the damage dealt, your opponent has a 30% chance to gain an Eradication stack.
Activate to switch between Fade mode and Peril mode. You begin each battle in Fade mode.
Whenever your opponent attacks you, after their attack, 6/8 of their HP is converted to Fade HP/Peril HP, for each Eradication stack they have, including those gained from attacking, then their Eradication stacks are reduced by one third and rounded down.
Reinforce:
Your next attack or defense applies 6 more Eradication stacks.

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:
Gain 2 uses of EX Action.

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, then convert your HP to Fade HP equal to half the original damage reduced. If you have no HP remaining to convert to Fade, convert HP to Peril instead.
Your Shield HP absorbs 30% incoming attack damage instead of half as usual
The first time you use a Recharge, Recover, or Repair Push, it refunds 5 Hype.
Reinforce:
You convert 80 HP to Armor HP.

Just That Good:

Moderate bonus to the accuracy and damage of your attacks.
Moderate penalty to the accuracy and damage of attacks against you.
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:

Each time you complete an attack, you gain 25% Charge. When you have 75 - 100% Charge, the next time you use a Deadly or Finishing attack, you gain a Massive - Extreme bonus to both Power and Precision which lasts until the end of the round, and your Charge is reduced by 100%.
When you Activate, you spend 2 points of Hype and instantly gain 12.5% Charge and 4 Drive. Each additional time you Activate, the Hype cost increases by 1, resetting when you deplete your charge. The Hype cost and Drive gain of Activating is multiplied by the number of opponents.
Reinforce:
Instantly gain 12.5% Charge, then gain 12.5% additional Charge at the end of your next natural Charge gain.

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 4 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, this Signature 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. 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.
Reinforce:
Heal 80 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 4 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 5 times in one battle. If any Activations would apply to an attack of 0 damage, including from this Signature or a Miss, the Drive and Activations spent are refunded.
Reinforce:
Gain 3 uses of Ultimate Defense.

Uncanny Reflexes:

You begin the battle with a pool of 4 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.